Just a few words about other
things that you find in this book
besides these purely abstract inquiries about the foundations of ethics.
I have number of applied investigations on money for instance and
there I show the importance of the distinction between money as property on the one hand
and property titles, that is the tickets that show you to be the owner of a certain piece of property.
And once you introduce the distinction
between money as property and property
titles then you come to a correct
assessment of the legal quality of fractional reserve reserve banking.
Fractional reserve banking is nothing else but and an increase in the number of property titles
without an increase in the quantity of property in existence,
which in all other cases would be of course considered to be a fraudulent thing to do
if you increase the number of titles to a car without having additional cars available.
From which it really follows that practices like this should be considered illegal.
For more infomation >> Dinero como propiedad y dinero como títulos de propiedad | Hans-Hermann Hoppe - Duration: 1:39.-------------------------------------------
Propiedades del Ámbar ~ CÓMO HACER UN BAÑO DE DESPOJO CON EL ÁMBAR - Duration: 6:51.
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Dead Rising / Adrian-Valera / Muestras / 2D - Duration: 2:51.
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Dead Rising / Adrian-Valera / Muestras / 3D - Duration: 2:51.
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Louie Lopez skateboarding 2017 |Maxi Fernandez. - Duration: 3:15.
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Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:1 - Duration: 25:59.
Welcome to episode four of the series where I attempt to redeem sonic lost world for the
3ds.
In this episode we'll be taking a closer look at Silent Forest Zone 3, including attempts
at refuting criticism directed by critics at this game.
The episode is split into multiple videos, so feel free to watch the episode at your
own pace without having to watch the whole episode in one sitting.
I have also made a video where I combined all parts into the full episode.
Do check out the reviews themselves too if you want a comprehensive view of the quality
of the reviews, since they are not only comprised of negative criticism against the game, and
do contain at least some praise for the game.
This video focuses on the negative criticism directed at this game, to help you viewers
acknowledge that the criticism seems to be exaggerated.
Remember though, the point of these videos is not to bash the reviewers, just redeeming
this game and perhaps some sort of guideline for reviewers in how to improve their craft.
Another big purpose of this video series is to attempt to help you viewers, reviewers
and by extension the game developers, to achieve a more solid understanding of what makes an
actual good sonic game.
There are other reasons as well, but I do not feel like mentioning those just yet.
The episode is divided into the following parts: needed background, blind run, speed
run, super sonic speedrun, further background, and countering points of the reviewers.
So before we get into the the runs, I believe you should watch the following clip as evidence
suggesting the importance of the speedrunning aspect in sonic games.
This clip alone doesn't prove the presence of the speedrunning aspect across more stages
than the first one in the first few sonic games.
However, because the majority of stages across most canon sonic games allow or even encourage
the player to replay most stages via the F to A or F to S ranking system, we can assume
the creators has intended for players to improve the speed with which the player completes
stages.
Even if speedrunning isn't that much of an official thing in sonic games, the community
should make speedrunning a more central aspect with the games because speedrunning provides
THAT enjoyable an experience.
Speedrunning is already a thing in the sonic community, judging from cobanermani's various
speedruns of SA2 and Sonic Rush Adventure.
However, I think everyone would be better off if speedrunning was granted a more prominent
place in the player's focus on
the games.
On to the clip!
Now, let's watch Cobanermani456's blindrun, because he doesn't play in what I would
consider an improper way of playing through the stage.
This allows me to showcase a more genuine and proper blindrun at the same time.
I was interrupted during the recording so I cut out the part where I was interrupted,
also there is a moment where Cobanermani willfully stays in place so those watching his stream
could see the fun thing that was happening, so I cut that part out as well.
He also coincidentally got a game over in his first death in this stage, 3 minutes into
the stage.
A game over means he had to return to the very beginning of the stage, rather than starting
from the latest checkpoint.
Taking this into consideration, one can assume his otherwise 13 minute blindrun is reduced
to a 10 minute blindrun.
Before we go on to the speedrun, I want to apologize for the lower quality of the recording,
but you should still be able to follow what's happening, especially after having seen the blind run.
On to the speedrun, then!
Now on to the supersonic speedrun!
Now I am going to state my reasons as to why I think this stage is comprised of good level design.
The first few times going through the stage, you want to get to the goal without dying too often and explore the stage to its fullest.
So you take it slower the first time. This includes landing on platforms without having to, in order to avoid dying.
As you keep replaying the stage, you'll get more accustomed to how sonic works in said level.
You come to learn what different paths, items etc. are available at any given moment
as well as what comes next and what you've already passed.
You should find yourself progressing through the level with more fluidity and at greater speeds,
traversing more difficult paths and making use of more well-thought-out maneuvers compared to your first playthrough,
which should feel is rewarding
as it is a display of how YOU have developed and overcome all the challenges speedrunning gives rise to,
combining creativity, skills and determination, to accomplish the challenging and beautiful feat of speedrunning.
So here ends this video.
I suggest the next video you watch
is where I give my response to nintendolife's review of this game.
If you found this video informative and watch-worthy,
I'd really appreciate you liking and sharing this video!
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Glass of water | Every Morning Drink A Glass Of This Water And cancer will Disappear - Duration: 2:07.
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Peugeot 2008 SUV Allure 1.2 PureTech 110 PK PANORAMADAK NETTO DEALDAGEN - Duration: 0:59.
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Umbrella's promotional video - Duration: 4:47.
I move very sexy along the wall
Looks like Iglesias
This Russian Vanya
I fell like a sack
To get attention
And that handsome guy will save me now
I'm on a mattress in the lake
And then in the car
It feels good, being on the mattress
Only lonely
Kraft bag in his hand
There's probably the munchies
Bought burger for me
My favorite boy
You won't believe but I'm on a mattress again
There is no money for this clip
And a sweater for Vanya
And won't feed here
Don't look so sad
The faucet has water
Drink from it
It will be very tasty
To not to pay for the room
Need to run fast
I know 300 ways
How to hug a pillow
The hair gel suits
Even the old people
By the way, I'll call my son Oksana
Cut!
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Рекламный ролик Создание рисованного видео для продвижения вашего бизнеса Дудл видео - Duration: 2:34.
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Peugeot 107 5-deurs Active 2-Tronic 1.0-12v 68pk AUTOMAAT - Duration: 1:02.
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Peugeot 2008 Crossover Active 1.2 PureTech 82 pk PANORAMADAK - Duration: 1:00.
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Room Tour 2017 / Veronica Marie - Duration: 9:26.
Hi! Welcome back to my channel
For a long time I promised that I would make this video
And honestly it's been half a year, but now I am 100% ready
I hope you enjoy it!
I will start by showing you my bed which is opposite the entrance
You probably know it, many people have it
It's from Ikea
There is a gray blanket on it, my mom gave it to me and I do not know what store it is
This big teddy bear I got long ago for Christmas and is a bit old
Next to it is an elephant and a cloud from IKEA
The bed is laced with lamps from Home&You
And polaroids are sticked on top with a basic sticky tape
Right next to the bed is a window sill
I keep all of my magazines here
blankets and a box with some wires
On the left side of the bed is my desk, it's also my dressing table
there is an IKEA hair with a furry blanket on it
and here is my computer and my phone
On the left is a mirror I bought in a beauty shop
There are various mist, also fragrance
and some VS body balms
in the candlesticks I hold my makeup brushes
There is a photo frame in the background, but I have not got any photos in it yet
Actually, I don't have pictures in any frames in my bedroom because they are new and I didn't have time to fill it
and here is my Sephora makeup storage box
many of you asked me about it
it's my favorite plush panda, which I always keep on it
Here is my melted collection, I keep all of them on the top shelf
On the lower shelves I have other cosmetics - different lipsticks and a palette I no longer use
At the bottom are scattered some eye cosmetics
The rest is organized in jars - many of you asked where they are from
I bought them in the kitchen part of IKEA
I keep my lipsticks, bronzing powders and beauty blenders here
here are my makeup palettes, mostly from too faced
under the mirror I keep face creams and my favorite foundations
lipstick and some lip pens
here is some kind of a little table - I use this when I'm on my computer in bed or just when I'm eating breakfast there
and there are just some school binders and folders
There is a clock on my desk, you can always buy it at IKEA - it's like literally always there
and here is my wardrobe
My robe is always here - I love putting it on just after I wake up
I got it at Oysho
and now I'll show you the left part of it
I keep all of my stuff organized in some white baskets from Home&You
At the very top there are my sweaters
Below I have blouses, different pajamas and some makeup bags
there are trousers and blouses at the bottom
the drawers are for lingerie and some accessories
now we can check out the other parts of my wardrobe
I need to pull away my dog's bed first
and that's it
all of my clothes hang on white hangers I got at IKEA
and at the very bottom I keep all of my shoes
obviously black
from the left there are my skirts, dresses, cardigans and coats
right next to my wardrobe there is a mirror (also IKEA)
at the top you can see this California sign
I got it at Brandy Melville in Vienna and I love it
here is my bedroom door with "Do Not Disturb" sign from Home&You
I bought it years ago, I'm not sure if it's still available
there is a Vienna poster on the left
this is a basket from Home&You
I keep all of the clothes I don't wear this season in it
next to the frame and above the basket is a blackboard
it's on the side of the bookstand
It's a simple IKEA blackboard, I keep all of my pinterest workout inspiration here
mostly these 30-days chellagne things
here are some of my purses, these two are from Guess, I wear it anytime I go out
here is my favorite pendant I got in Disney World
here are my keys and some school stuff - school locker key and school entrance chip
and black furry pendant
Now I'll show you my bookstand
and you can see some of my bags, I always hang it here after I get home
at the bottom shelves there are some boxes - mostly these simple grey-white from IKEA
there are some of my drugs, small money in Nutella jar and some pencils
here is my Armani fragrance set
some speakers
here I keep my MacBook package and my favorite Starbucks cups
Here is my instax, candles, jewelry box
a box for a hair bands, I always lose it that's why I keep all of them in one place
...and random lollipop, I have no idea why it's here
here are two more white baskets, the one is for most necessary and basic stuff
some body balms, makeup removers - here are my favorite coconut ones from Sephora
and in another one I keep my daily makeup stuff
It's much easier to keep daily makeup in one place than look for it whole morning, I just love keeping everything organized
now you can see my hair set - some brushes and a comb
On a higher shelf I keep my books, some boxes, alarm clock, sun glasses and instax photos
there is a box of handkerchiefs from Home&You
it wasn't long time ago so you can still get it
here are some cups, in this one I keep drinking tubes
and a plush unicorn and cut cup I got from my best friend Asia
there is a Sims collection
I don't use this anymore, I don't feel like I have for it
there are two more jars
in this one I keep little scissors and some tweezers
and another jars, In the biggest one I keep the makeup I don't use or I haven't checked out yet
there are also some things for nails
On the very top I keep my books and some frames (also without any pictures)
and you can see more jars - the first one is with my favorite black chokers
in the second one I keep some samples I got at Sephora or any other drugstores
and in the last one I keep my watches, jewelry and hair things
and that's it!
I hope you enjoyed the video
maybe I've inspired you to arrange your own bedroom or change some things in it
so I if you have any ideas for other videos or any questions I'll try to answer all of your comments!
see you in my next videos!
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Karol Sevilla I Itzitery I #LyricBesosDeCeniza - Duration: 3:10.
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Hyundai ix35 2.0i i-Catcher - Duration: 1:02.
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Hyundai Getz 1.3i GLS - Duration: 0:57.
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Opel Corsa 1.2I-16V SPORT ELEKTR. PAKKET LM VELGEN - Duration: 0:57.
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Honda Jazz 1.3 I-VTEC COMFORT Automaat - Navigatie - Rijklaar!!! - Duration: 1:03.
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Toyota Yaris 1.3 VVT-I Aspiration Parkeercamera-Lichtmetalen velgen - Duration: 1:04.
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Toy Haul - DC Bomshell Action Figures, Blu Rays & New Comics - Duration: 5:33.
HEY GUYS its me your host SUPERSORRELL and today I want to share with you my little haul
of stuff including new comics, new blu rays and new action figures from the DC BOMBSHELLS
RANGE!
Please Subscribe and Support the channel!! https://www.youtube.com/channel/UC23U4jpP2BAw8uxaH4Zwh8g?sub_confirmation=1
Links *****
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Facebook Page: https://www.facebook.com/supersorrell Website: http://www.supersorrell.com
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Discount Codes ***************
My Geek Box "SORRELL10" �10 Off First Box ZBox "SuperSorrell" �5 Off First Box
Anime Bento "SUPER10" 10% Discount Geek Nirvana "Super10" 10% Discount
mobilinnov.com "SuperSorrell" �3 Discount FredBox - "supersorrell" 10% Discount
About Me ********
Hey guys I am your host SuperSorrell, This channel has everything from Toy Unboxing Reviews,
Mystery Boxes by Loot Crate & My Geek Box to in depth Action Figure reviews of Star
Wars Elite Series, Star Wars Black Series, Marvel Legends and Marvel Ultimate Series.
I love Funko Pop Vinyls, Dorbz and collecting Vinyl figures too!
My wife has joined the channel under the alias Mrs SuperSorrell where we do Disney Store
Haul videos and Tsum Tsum Tuesday Mini Plush reviews!
I am a huge LEGO fan! and love to do complete opening
and building videos!
I also love blind bags, blind boxes like Mystery Minis and more!
I am a huge scifi geek and love my Dr Who & Star
Trek too!
I read Marvel Comics and starting DC too!
I am a huge movie and pop culture buff and therefore I attend a lot of conventions across
the UK come and say hello!
I always answer comments from fans so feel free to ask anything in
the comment section!
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- *New content uploaded daily!
My Equipment *************
Console: Xbox One/360/PS2/PS4/PC Camera: Sony Handycam HDR-CX240
Vlog Camera: Samsung Galaxy A3 Webcam: Microsoft LifeCam HD-3000
Mic: Blue Snowball Blackout USB Capture: Elgato Game Capture HD
Headphones: Turtle Beach Star Wars Battlefront Sandtrooper Gaming Headset
Software: Sony Movie Studio 12 Platinum
Let me know your thoughts in the comments below!!
#dcbombshell #dccomics #HarleyQuinn #unboxing #toys #haul #review #comics #HeMan #Thundercats
#Batman #Bluray #comicbook #darthmaul
Toy Haul - DC Bomshell Action Figures, Blu Rays & New Comics
toy haul,toy hunting,dc bombshells,dc bombshells harley quinn,dc bombshells action figures,harley
quinn action figure review,dc comics haul,batman haul,action figure haul,new comic book,comic
book haul,star wars force awakens comic,marvel darth maul #2,marvel haul,new toy haul,he
man vs thundercats,force awakens,new toys,supersorrell,unboxing,review,blu ray haul,bluray haul,batman vs robin blu ray,batman
animated series
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Köcherfliegenkrise - braciasamcy.pl (proszę włączyć napisy PL) - Duration: 4:00.
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lawl ok - Duration: 0:25.
help me
smile through the pain
*regrets life decisions*
what am I doing with my time
this is how big my depression is
I need to exercise more
*INHALE*
when you remember you forgot to do something but its too late
like how I forgot to do something with my life
wanna hear an april fools joke?
my existence.
ok bye. :I
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Randomness.mp4 - Duration: 0:21.
[WAIT THIS ISN'T THE OVERWORLD BOI]
[STOMP STOMP]
[LET'S BRING IT BACK A LITTLE]
[AW SHIT]
[SUPER SAYIAN BROS.]
[1337 HAX]
[FIYA]
[BACK UP DA HOLE BOI, WE STARTING OVER]
-------------------------------------------
goodbye... (read description) - Duration: 1:00.
You were my peach
You were my plum
Your were my earth
You were my sun
I love your fingers, I love your toes,
the back of your head, the tip of your nooose-oh oh oh oh!
And you're the reason I'm smiling,
When there's nothing to smile about.
Yeah. Your're the reason I'm smiling,
when there's nothing to smile about
its
just
a prank
bro.
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Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:2 - Duration: 7:55.
Welcome!
In this video I'll give my counterarguments to nintendolife's review written by Thomas
Whitehead.
I chose nintendolife's review because it is part of metacritic's reviews of this
game and has rated the game similarly.
If you haven't watched the previous part of this episode, then I strongly advise you
to do so.
"At times the level design falls over in a significant way.
We've met a number of roadblocks that required a rest and approach with a fresh mind at a
later hour, as some puzzles or enemy challenges can be taxing on any gamer's patience.
We've encountered near-impossible chasms requiring ludicrous gymnastics if you mess up an initial
series of homing attacks, a sequence of rolling snowballs while respawning enemies bully the
blue blur, and a snowboarding level with controls that, bizarrely, feel as if they're operating
on a digital — not analogue — set of inputs.
While not representative of the whole experience, stages such as these — and others that feel
like over-enthusiastic labyrinths with no end — have a damaging effect on the wider
campaign."
While this stage may have a few sections where one is killed rather easily, they do not seem
to be too hard to overcome in a joyful manner.
The last section of the stage could be a good example for what I'm saying, because at
first you may be killed so suddenly that you may view this stage as needing a little bit
of repetition to get across it.
However, the amount of repetition isn't that overbearing, especially because there
is also the alternative to avoid the owl's light.
As you saw in Cobanermani's blind run, one or both of Dominic and Matt seemed to direct
criticism against the presses in this stage.
More specifically, that the presses stole many lives, perhaps caused by holding down
the parkour button that caused them to get stuck on walls just below presses with not
enough time to avoid death.
However, I find the decision to have resulted in something good, because this late into
the game the player probably has gotten used to holding down the parkour button, so in
this stage the player is almost forced to enhance their control of the run button.
The player may learn to switch between running and walking significantly better than before.
There are often safety-net paths in this stage, so this stage shouldn't become so hard as
to require breaks.
This stage in particular has a suiting amount of enthusiasm in terms of how well it predicts
the players will be able to handle the stage.
"One similarity with its Wii U brethren, however, is that we'd question whether younger
gamers will be able to handle the manoeuvres and skills required, especially in the aforementioned
stages that are poorly designed."
Because of all these easy, safety net-paths, I have a hard time seeing even children having
a hard time completing this stage with a couple of lives.
Only instance I could see potential for irritation for children is the last section, if the children
are used to walking pace and aren't good at avoiding the owl's lamp, but I don't
think avoiding the lamp should be all too difficult for them, especially if they use
walking pace for tighter controls.
"Overall, the campaign veers from decent moments to drawn-out stages that exasperate
rather than satisfy.
Completionists can seek out red coins and target better grades in each level, but we
suspect most will just be happy to see the end of some more confusing and agitating levels.
Therein lies the great flaw with this effort from Dimps — too much of the game simply
isn't fun."
I don't see how this stage is drawn-out except that the stage requires more time for
a blind run than most stages, but it's not drawn-out in a monotonous way, because the
level design seems fluid, varied and just about right in its speed of progression.
Red rings equals new stages if you didn't know.
I cant come up with any situation in the stage where the stage can be confusing to the player.
As for agitating: The last section shouldn't be more than noticeably agitating no matter
the attitude you play the game with, but as I've stated earlier, there is probably something
valuable in the surprising moment in the last section.
Before you call the owl agitating in the other sections, being hit by the owl's lamp seems
to oftentimes lead to either blocked paths or creation of easier paths by allowing you
to parkour on the walls the owl summons.
Based on the great possibilities with speedrunning, and the seemingly lenient level design for
blind runners, this stage IS fun.
"Unfortunately, this is a title riddled with poorly designed stages, or in some cases
areas of stages.
These issues vary in form, whether with sudden deaths, cruel one-shot combos or, unforgivably,
tedious stages that barely resemble a Sonic game at all, but instead rely upon unimaginative
sub-tasks in open areas before progress is allowed.
Throw in fiddly controls that — though workable for experienced gamers — intimidate younger
or less experienced gamers, and this is a Sonic adventure that comes across as a hotch-potch
of ideas, some of which shouldn't have made it past the concept stage."
I suppose the big falling blocks can be seen as causing sudden deaths and cruel one-shot
combos, but I think these blocks unlikely to be tedious.
They are unlikely to be tedious because they don't seem to require many retries to be
completed.
However, I can see some players judging the thinner falling blocks to be tedious.
To those of you who think this way, do think in the way that brings you most joy, or more
specifically, how you can make good use of even obstacles like these thin blocks.
Sometimes, the thin blocks make traversing a section smoothly, significantly easier.
Other times the thinner blocks simply redirects your attention to a path other than the path
that the thin block in question is blocking.
There is at least one arena-like section in this stage, but the section I'm thinking
of can be wrapped up fairly quickly with a little mastery of Sonic's moveset in relation
to the badnicks in that area.
As for fiddly controls, there are many sections that have safety-net paths that shouldn't
make fiddly controls unbearable for less experienced gamers.
Many of the things I've just stated indicate at all of these supposedly questionable ideas
bringing overall positive qualities to this stage.
"Sonic Lost World on the 3DS has glimpses of excellence, but these flashes are overwhelmed
by numerous mediocre stages and a few that are poorly designed and, as a result, too
taxing to encourage enjoyment."
This stage is probably not among those the reviewer means are poorly designed, but even
if the case isn't as I think it to be, everything I've said thus far points to this stage
not being "too taxing to encourage enjoyment".
Here ends this video!
The next video you watch I think should be the video where I give my response to somecallmejohnny's
review of this game.
If you found this video informative and watch-worthy, I'd really appreciate you liking and sharing
this video!
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Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:4 - Duration: 7:04.
Welcome!
In this video I will give my response to the criticism of Cobanermani456 and IGN.
If you haven't watched the previous parts of this episode, then I strongly advise you
to do so.
First off, let's look at IGN's criticism of this game.
"In taking some risks with level design, Sonic: Lost World stumbles into some bad ideas.
Naturally, there's tinge of Super Mario Galaxy influence injected into each level, but most
of it misses the point.
Galaxy largely gives us freedom to explore and platform through carefully constructed
levels at our own pace; by comparison, the idea of firing a hedgehog out of a slingshot
as he tries to navigate fragmented terrain at high speeds feels misguided.
To Lost World's credit, a few stages manage to achieve this tall order, but the majority
fail to capture that Mario magic."
Parkour should ease up the supposed fragmentation by making transitions between platforms smoother.
On top of which, the ability to speedrun at the level I did, suggests at least this stage
isn't among those that are supposedly too fragmented to suit sonic's fast playstyle.
There is also the walking pace one can use, if running and spin-dashing are too fast.
Walking should also ease the supposed fragmentation of the level design.
As I've said earlier, the presses may push you to master switching between holding down
the parkour button and releasing it.
Sonic's parkour allows the player the pleasant ability to backtrack and explore in ways that
may have been impossible with sonic in older games, but rather similar to knuckles or tails.
Based on what I just mentioned, I think it likely that the mario magic is present in
this stage.
"With so many positive changes, I can't fathom how intrusive motion-controlled segments
found their way into this game."
This stage doesn't have any motion-controlled segments as far as I know.
"Motion controls are a major part of gameplay in the special stages, too, and the awkward
way I often I had to turn my body in place in order to aim the flying hedgehog at floating
bubbles means they aren't fit for play in public spaces.
In fact, half of the time I wished these unlockable areas would've just stayed secret."
When one completes a stage with 50 or more rings, one is given a choice to enter the
special stage or postpone the opportunity to whenever the player feels like giving said
special stage a shot.
Maybe something else is meant by wishing the unlockable areas would have stayed secret,
so if someone watching this interprets the piece of criticism differently, please write
your interpretation in a comment.
"Sonic's sensation of speed is mostly intact and most stages look impressive, but
Sonic: Lost World stumbles due to poor level design.
Pathways don't always make sense, and all the momentum-building tools in the world won't
save a game from so many awkward starts and stops."
I can't come up with any instances where pathways don't make sense.
Some may make less sense than others, but make sense nonetheless.
All of the sections in this stage are more or less straightforward in terms of direction,
and with a little experimentation in direction one should find one's way to the goal.
As seen in the blind run and speedrun, the stage seems to progress rather fluidly instead
of in a tacky-fashion.
There are a few moments where one may need to wait a little while, but those moments
are short enough and followed by challenging-enough sections that the overall experience should
fall on the far positive side of the spectrum.
Now that I've addressed IGN:s
review, I'll move on to cobanermani456's criticism.
Matt at some point says the rails makes him dizzy, and while I do think similarly of those
who play the stage the first time, I myself stopped minding it a long time ago, if I ever
did.
The instant speed of the rails is nice for backtracking and probably for simpler development,
but something to improve would be to have more realistic rail physics.
As I've stated earlier in this episode, in Cobanermani's blind run, one or both
of Dominic and Matt seemed to direct criticism against the presses in this stage.
More specifically, that the presses stole many lives, perhaps caused by holding down
the parkour button that caused them to get stuck on walls just below presses with not
enough time to avoid death.
However, I find the decision to have resulted in something good, because this late into
the game the player probably has gotten used to holding down the parkour button, so in
this stage the player is almost forced to enhance their control of the run button.
The player may learn to switch between running and walking significantly better than before.
At the very last section of the stage, cobanermani seems to criticize the choice of including
the big blocks that fall down on sonic when the player is noticed by the owl in this section.
To those of you who think that is an unfair, sudden death, I say that there are owl-summoned
blocks just like these all throughout the stage that fall down after floating in the
air for about a second.
However, I suppose up to this point, the blocks haven't usually killed sonic, they acted
more as walls blocking better paths.
Also, blocks this big aren't as frequently found earlier in the stage.
However, this use of the blocks is interesting in how it may push the player to connect the
two ideas of blocks falling down after being summoned in the air and that they are much
bigger than the earlier, thinner blocks, to draw the conclusion in time that one should
run.
While we're on the topic of difficulty, I would be very interested in a hard mode
for every new sonic game, one that would be based around adding obstacles, requiring better
precision, puzzle-solving skills, and more subtly hidden paths, all without reducing
speed.
Lost World 3ds has a hard mode, but I don't feel like it's hard enough.
I don't think I've played all stages in hard mode, but I'm pretty sure I didn't
feel satisfied with the significant increase in difficulty.
Of course I really like the basic stages as they are, but if a hard mode is going to be
made, then why make the difference so slight from the normal difficulty?
I don't mean this in an absolute sense, because, again, I haven't played all hard
mode stages, but this is my preliminary take on the hard mode.
And here ends the last part of this four-part series of trying to redeem Silent Forest 3
of Sonic Lost World 3DS!
I hope you learned a number of things from these videos, and I hope you look forward
to my next episode where I'll be redeeming Silent Forest 2!
If you found this series informative and worthy of watching, I'd really appreciate you liking
and sharing this video!
Also, if you want to be notified of when I release my next video, would it perhaps not
be best if you subscribe to my channel?
Stay critical and stay humble!
See you next time!
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Bryce Fox - Coldhearted Lyrics Video - Duration: 3:33.
Coldhearted by Bryce Fox
-------------------------------------------
Why You Should LOVE Sonic Lost World 3DS - Silent Forest - Ep #4:3 - Duration: 3:47.
Welcome!
In this video I will give my response to somecallmejohnny's review of this game.
If you haven't watched the previous parts of this episode, then I strongly advise you
to do so.
He says: "As soon as we head into tropical coast.
The first issue with the level design slowly reveals its ugly self.
The levels start getting too fucking long.
And as soon as we head into frozen factory, the levels start getting really fucking long.
Levels become tiring, you'll be getting hand cramps, you'll become easily agitated."
A proper blind run of this stage should take little less than 10 minutes.
A speed run of this stage should take about 3 minutes with a good amount of mastery.
To put this into perspective, a good chunk of sonic's stages in adventure 2 take between
one and two minutes with greater skill than I have at this game.
Unleashed's daytime stages take about two minutes each with a level of skill somewhat
above my skill level at this game.
Also, I don't usually get hand cramps playing these stages, but I did during the recording.
The reason for my hand cramps is that I hold my 3ds weirdly to record with my camera, which
is not the case when I play normally.
So I don't see reason to believe this stage is too long.
"And that is where the second issue with the level design will begin to take its course.
The shit the game requires you to do in order to complete certain levels.
Not just certain tasks, but also the repetition of it all.
It forces you to stop all of the damn time to flick switches, kill a certain amount of
enemies, or deal with awkward controls for certain powerups.
Just when you want the level to end"
This stage doesn't seem to be repetitive, because there are barely, if any, tedious
tasks in this stage that can be recycled to make the stage repetitive.
This stage doesn't have more than a couple switches, doesn't have more than a couple
of enemy pits, and heavily revolves around classic sonic platforming with additions such
as the falling blocks and rails.
The only powerups I can come up with are the lazer wisp and in some sense rails, both of
which are rather easy to control compared with other powerups.
Neither uses gyro, and both are rather intuitive in their use.
Given all that, I think one is unlikely to wish for the end of this level.
He says: "focus lies on marathon levels, an insane amount of monotony, too many instances
of trial and error."
I've already addressed the marathon and monotony points.
As for trial and error: I can only think of any instances in this stage where one would
die for reasons such as being too rash or not being in the moment at all.
You're free to point out any instance that does fall under trial and error.
"This isn't even including the numerous do or die situations the second half of the
game is played with.
Tons of areas where using parkour over bottomless pits is mandatory.
A shit load of areas where wisp powers are mandatory in order to complete levels or die
trying"
This stage is part of the second half of the game, so I don't see why making the parkour
compulsory is questionable since the parkour is one of the main aspects of this game.
Additionally, this stage has a good number of sections that have safer lower paths in
case one fails in the upper paths.
Regarding wisps, this stage doesn't have any wisps in the blind run, and only has the
lazer in later runs, so this stage is safe in that aspect.
Here ends this video!
The next video you watch I think should be the video where I give my response to the
criticism of both Cobanermani456 and IGN.
If you found this video informative and watch-worthy, I'd really appreciate you liking and sharing
this video!
-------------------------------------------
Shocking Bible Code Matrix Contains The Exact Day And Year That David Rockefeller Would Die - Duration: 7:37.
Shocking Bible Code Matrix Contains The Exact Day And Year That David Rockefeller Would
Die
Did someone know in advance that David Rockefeller would die on March 20th, 2017?
What I am about to share with you is absolutely astounding.
Bible code researcher Kara Pickering has found an incredible Bible code matrix that contains
the phrase �Rockefeller dies� along with the terms �Chase�, �Manhattan�, �2017�
and the specific date on the Hebrew calendar (Adar 22) when he actually died.
Of course David Rockefeller served as the CEO of Chase Manhattan for over a decade,
and he was widely considered to be one of the strongest proponents of a �New World
Order�.
When my wife and I first received this Bible code matrix from Kara Pickering we were completely
floored, and she has given us permission to share it with all of you.
As you can see, the specific details that it contains about Rockefeller are quite stunning
These are just some of the key terms that Kara Pickering was able to discover in this
amazing matrix�
-�Rockefeller dies�
-�David� appears five times
-�Chase�
-�Manhattan�
-�2017� appears five times
-�Adar� appears twice
-�22nd� appears three times (Adar 22nd is March 20th on our calendar)
-�At 101� (the age Rockefeller was when he died)
You can view the original Bible code matrix created by Kara Pickering right here.
In the chart above, you can see that �hell� shows up five times, but she told us that
it is actually in there quite a few more times.
Is it just some sort of extremely bizarre coincidence that all of these phrases can
be found in a single matrix?
Of course other researchers have been making extraordinary Bible code discoveries for many
years.
It truly does appear that information about our future was encoded within the pages of
Scripture thousands of years ago, and this is something that skeptics have a very hard
time dealing with.
If you are not familiar with the Bible code phenomenon, the following is a pretty good
summary from Wikipedia�
The Bible code (Hebrew: ????? ???�????, hatzofen hatanachi), also known as the Torah code,
is a purported set of secret messages encoded within the Hebrew text of the Torah.
This hidden code has been described as a method by which specific letters from the text can
be selected to reveal an otherwise obscured message.
Although Bible codes have been postulated and studied for centuries, the subject has
been popularized in modern times by Michael Drosnin�s book The Bible Code and the movie
The Omega Code.
Many examples have been documented in the past.
One cited example is that by taking every 50th letter of the Book of Genesis starting
with the first taw, the Hebrew word �torah� is spelled out.
The same happens in the Book of Exodus.
Modern computers have been used to search for similar patterns and more complex variants,
as well as quantifying its statistical likelihood.
God knew who David Rockefeller would become before he was born, and God also knew the
day he would die.
Big corporate news outlets such as the New York Times are greatly praising Rockefeller
for his �contributions� to American society, but others remember him as a master manipulator
that was always trying to influence the direction of U.S. politics from behind the scenes.
The following comes from an excellent piece by Whitney Webb�
No one person encapsulates the enduring legacy of the �robber barons� of the Industrial
Age quite like David Rockefeller.
Rockefeller, who died yesterday at the age of 101, was the last surviving grandson of
John D. Rockefeller, the oil tycoon who became America�s first billionaire and the patriarch
of what would become one of the most powerful and wealthiest families in American history.
David Rockefeller, an undeniable product of American nobility, lived his entire life in
the echelons of U.S. society, becoming symbolic of the elite who often direct public policy
to a much greater extent than many realize, albeit often from the shadows.
Rockefeller made it clear that he preferred to operate out of public view despite his
great influence in American � and international � politics.
Due to his birthright, Rockefeller served as an advisor to every president since Eisenhower,
but when offered powerful positions such as Federal Reserve chairman and Secretary of
the Treasury � he declined, preferring �a private role.�
In particular, Rockefeller is often criticized for his role in trying to integrate the United
States into a �New World Order�.
In his autobiography, Rockefeller stated that he was quite proud of what he had accomplished
in this regard�
�Some even believe we (the Rockefeller family) are part of a secret cabal working against
the best interests of the United States, characterizing my family and me as �internationalists�
and of conspiring with others around the world to build a more integrated global political
and economic structure�one world, if you will.
If that�s the charge, I stand guilty, and I am proud of it.�
Another thing that Rockefeller is often criticized for was his involvement with the Bilderberg
Group.
At the 1991 meeting, he reportedly made the following infamous statement�
�We are grateful to The Washington Post, The New York Times, Time magazine, and other
great publications whose directors have attended our meetings and respected their promise of
discretion for almost forty years.
It would have been impossible for us to develop our plan for the world if we had been subject
to the bright lights of publicity during those years.
But the world is now more sophisticated and prepared to march towards a world government.
The super-national sovereignty of an intellectual elite and world bankers is surely preferable
to the national auto-determination practiced in past centuries.�
For Rockefeller, death caught up with him before he ever got to see the fulfillment
of his New World Order dream.
No matter how much money one might have, the truth is that all of our mortal bodies wear
out eventually.
Instead of focusing on temporal matters and the things of this world, perhaps Rockefeller
should have spent more time focusing on the things that are eternal.
There is a God, and He is speaking to us in a multitude of ways.
My hope is that this Rockefeller Bible code matrix that Kara Pickering has discovered
will wake many people up and will cause them to starting thinking about the things that
really matter.
-------------------------------------------
Killer Ren's Weapon to kill Eric's OC's (Turn on Subtitles First!) - Duration: 0:22.
I have finally Developed a weapon to kill the roleplayers.
See? Look.
!!! THE LIGHTSABER !!!
So...If you want to live...
Join the sith.
Otherwise, There will be Consequences.
-------------------------------------------
Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:1 - Duration: 25:59.
Welcome to episode four of the series where I attempt to redeem sonic lost world for the
3ds.
In this episode we'll be taking a closer look at Silent Forest Zone 3, including attempts
at refuting criticism directed by critics at this game.
The episode is split into multiple videos, so feel free to watch the episode at your
own pace without having to watch the whole episode in one sitting.
I have also made a video where I combined all parts into the full episode.
Do check out the reviews themselves too if you want a comprehensive view of the quality
of the reviews, since they are not only comprised of negative criticism against the game, and
do contain at least some praise for the game.
This video focuses on the negative criticism directed at this game, to help you viewers
acknowledge that the criticism seems to be exaggerated.
Remember though, the point of these videos is not to bash the reviewers, just redeeming
this game and perhaps some sort of guideline for reviewers in how to improve their craft.
Another big purpose of this video series is to attempt to help you viewers, reviewers
and by extension the game developers, to achieve a more solid understanding of what makes an
actual good sonic game.
There are other reasons as well, but I do not feel like mentioning those just yet.
The episode is divided into the following parts: needed background, blind run, speed
run, super sonic speedrun, further background, and countering points of the reviewers.
So before we get into the the runs, I believe you should watch the following clip as evidence
suggesting the importance of the speedrunning aspect in sonic games.
This clip alone doesn't prove the presence of the speedrunning aspect across more stages
than the first one in the first few sonic games.
However, because the majority of stages across most canon sonic games allow or even encourage
the player to replay most stages via the F to A or F to S ranking system, we can assume
the creators has intended for players to improve the speed with which the player completes
stages.
Even if speedrunning isn't that much of an official thing in sonic games, the community
should make speedrunning a more central aspect with the games because speedrunning provides
THAT enjoyable an experience.
Speedrunning is already a thing in the sonic community, judging from cobanermani's various
speedruns of SA2 and Sonic Rush Adventure.
However, I think everyone would be better off if speedrunning was granted a more prominent
place in the player's focus on
the games.
On to the clip!
Now, let's watch Cobanermani456's blindrun, because he doesn't play in what I would
consider an improper way of playing through the stage.
This allows me to showcase a more genuine and proper blindrun at the same time.
I was interrupted during the recording so I cut out the part where I was interrupted,
also there is a moment where Cobanermani willfully stays in place so those watching his stream
could see the fun thing that was happening, so I cut that part out as well.
He also coincidentally got a game over in his first death in this stage, 3 minutes into
the stage.
A game over means he had to return to the very beginning of the stage, rather than starting
from the latest checkpoint.
Taking this into consideration, one can assume his otherwise 13 minute blindrun is reduced
to a 10 minute blindrun.
Before we go on to the speedrun, I want to apologize for the lower quality of the recording,
but you should still be able to follow what's happening, especially after having seen the blind run.
On to the speedrun, then!
Now on to the supersonic speedrun!
Now I am going to state my reasons as to why I think this stage is comprised of good level design.
The first few times going through the stage, you want to get to the goal without dying too often and explore the stage to its fullest.
So you take it slower the first time. This includes landing on platforms without having to, in order to avoid dying.
As you keep replaying the stage, you'll get more accustomed to how sonic works in said level.
You come to learn what different paths, items etc. are available at any given moment
as well as what comes next and what you've already passed.
You should find yourself progressing through the level with more fluidity and at greater speeds,
traversing more difficult paths and making use of more well-thought-out maneuvers compared to your first playthrough,
which should feel is rewarding
as it is a display of how YOU have developed and overcome all the challenges speedrunning gives rise to,
combining creativity, skills and determination, to accomplish the challenging and beautiful feat of speedrunning.
So here ends this video.
I suggest the next video you watch
is where I give my response to nintendolife's review of this game.
If you found this video informative and watch-worthy,
I'd really appreciate you liking and sharing this video!
-------------------------------------------
Jeep Wrangler Rock Krawler 3.5" X Factor Mid Arm System w/o Shocks (2007-2017 JK) Review & Install - Duration: 11:43.
I'm Ryan from extremeterrain.com and this is my review and installation of the Rock
Krawler Max Travel Lift Kit System, fitting your two door, 2007 and up, JK.
Today we're gonna talk through the installation of this lift kit, which is going to be getting
two out of three wrench install and a strong two out of three wrenches at that.
There are quite a few different components to install with this lift kit.
You can certainly do this in your driveway in probably around four hours.
But if you're not comfortable ripping your entire suspension apart, then it would be
a good idea to take this to a shop and have it installed.
However, we'll talk more about the installation in a minute.
We're also gonna talk through the construction and a few of the features of this kit.
This lift kit is for those of you looking to add three and a half inches of lift to
your JK, to be able to run a 35 or even a 37-inch tire, especially with flat fenders,
and are looking for a kit that is very well built, that is very complete, and you have
the budget for it.
This kit is gonna be around $2,100 without shocks and you are going to need new shocks
for a three and a half inch lift.
But, this kit is also going to give you excellent ride and handling characteristics on the road,
as well as a ton of articulation and a ton of performance off-road.
This is also going to be built from components that are going to hold up incredibly well
with on-road and off-road.
So, if you have the budget for it, if you're looking for a very complete kit and you want
that performance, I think this is going to be a great kit to take a look at.
However, if you're on the flip side of that coin, you just wanna run a 35-inch tire, you're
staying on the road, doing some real mild off-roading and you don't need or want the
performance that this kit offers, there are going to be some less expensive kits that
I would steer you toward.
But if you want, what in my opinion is one of the most complete and one of the best-built
kits available, I think that you're looking in the right place.
So again, this is the X-Factor system from Rock Krawler, which is their most complete
kit.
This is going to include all eight control arms, it's going to include both front and
rear track bars as well as the rest of the components you need to lift your jeep.
If you're looking for a kit that includes a few less components, but is still very high-quality
components and is still very functional on and off-road, you can look at the Max Travel
Kit.
That kit can always be upgraded to this kit by adding those additional components.
But if you want something that right out of the box has everything you could want to add
into your suspension, other than full axle assemblies, this is going to be an excellent
option to look at.
Now, right over here you start with your springs.
Again, these are going to provide three and a half inches of lift and this is going to
be a progressive rate spring.
And what that allows is for a very tall, uncompressed length which is going to ensure that all the
way through this suspension travel and all the way through your articulation, you're
still going to have some spring left.
You're not gonna run out of spring, you're still gonna have weight pushing on the spring,
which is pushing on the tire and giving you traction.
If you have a shorter spring as you articulate, there's no more weight pushing on that axle
and therefore, no more traction coming from that tire.
So these springs are very tall and compressed length and they're going to give you a ton
of off-road performance, as well as a comfortable on-road handling.
These springs aren't going to be a piece of your handling, it's mostly your shocks, but
again, because you are getting a progressive rate, you're going to get a bit of a softer
spring rate when you're on the road, which is going to give a nice comfortable ride.
Now, moving over to the control arms.
As I mentioned, this kit includes all eight control arms, all replacements, these are
all going to be adjustable control arms that you can dial in your pinion and your castor
in the front and your pinion angle in the rear.
And these are also going to be spherical joints on your control arms, which means that you're
not going to have that rubber bushing that can bind as you're trying to articulate off-road,
these are going to give you a ton of articulation.
These spherical joints are all rebuildable, they're all greaseable, and these are very
strong heavy duty control arms.
So as you're dragging them over the rocks, as you're dropping off of ledges, these are
going to hold up to any abuse that you can throw at them.
Now, getting back to the pinion and the castor angle, you don't need all eight control arms
in order to adjust your pinion and your castor angle.
And the Max Travel Kit has sort of the bare bones that you would want in order to adjust
those angles.
You're gonna want to get your pinion angle in front and rear back to a factory-like spec
so that you don't have any dry line vibrations or prematurely wear out your driveline components.
And you're gonna want to get the castor angle up front set properly, so you don't have that
flighty feel when you're driving down the highway so that your steering wheel wants
to recenter.
Having all eight control arms is, of course, beneficial, though, because as I mentioned
before, you're getting spherical joints on all of these control arms.
You're going to get the maximum amount of articulation and suspension travel with having
these control arms installed.
Moving on to what we have back here, which are going to be both your front and your rear
track bars.
Now, the Max Travel Kit just includes your rear.
With this X-Factor, you're also getting a very beefy front track bar that is of course,
adjustable.
These also have spherical joints on both ends so they're not going to bind up or limit your
suspension, travel, or articulation.
And outback, you're also going to get a very beefy track bar bracket.
This bracket is going to move the mounting location to more of a factory mounting location,
it's going to flatten out your track bar angle a little bit, help with your roll center.
It's going to give you back some of that factory handling characteristic that you would otherwise
lose by adding a big lift onto your jeep.
And this track bar bracket mounts in quite a few different locations.
It's going to mount to the factory track bar location.
It's going to u-bolt around the axle and it mounts in one other spot, so you're not going
to have any sway in the back of the jeep.
Sometimes when you raise the track bar mounting location, if the bracket's not really solid,
it can actually move a little bit and you can feel that going down the road.
This is a very well built, very solid track bar bracket.
You're not going to have that sway from this system.
And again, having the adjustable track bars in front and rear, ensures that you're going
to get your axles perfectly centered in both the front and the rear of the jeep.
Over here, you have an adjustable front sway bar end link, which is also a quick disconnect.
So you have all these spherical joints, and all these control arms, and all these track
bars, everything is going to be able to move really nice off-road.
But if you have your sway bars connected, that's going to be your limiting factor.
So, this is going to be an adjustable end link that will allow you to get your sway
bar angles proper, and you can also very easily disconnect them when you go off-road, taking
advantage of all of the articulation and travel that you get from the rest of these components.
This also comes with this nylon strap that you'll mount to the jeep, so when you have
that sway bar end link disconnected, you can swing it up out of the way, strap it so it's
not gonna fall down and bind or get bent in the suspension as you're off-roading.
This kit, the X-Factor, also comes with an adjustable rear sway bar end link, not quick
disconnect because you wouldn't want it to do that when you're off-road.
You can get a really unstable feel in your JK.
So you're gonna want to leave the rear's connected, which is why these aren't quick disconnect.
But again, they are adjustable so you can get that sway bar angle dialed in exactly
where you want it so that it doesn't become an issue when you are off-road.
Finally, this kit is going to include all four soft brake lines.
Now, there are kits on the market that will just include a bracket to move where the hard
line is mounted on the frame, so you can get away with using the factory soft lines.
I don't like that, especially on the front of the jeep, because in order to use those
brackets, you often have to straighten out the factory bends in the factory hard lines,
which I'd just rather not do.
So having a new set of lines like this, is something I really like.
I feel like it's the right way to modify your brake system so that it works with your new
taller suspension.
Now, it does add a little bit to the cost of the lift kit and it also adds a little
bit to the install because now you're breaking open the hydraulic system, you have to then
bleed out the brake system to make sure that everything is going to work properly again.
But, as I said, I think that that's the right way to do it, so I like that these are included
in this kit.
As I said, this kit includes a lot of components, pretty much everything that you would want
to add to your suspension if you're going with a standard control arm length suspension
setup.
And not only does it include a ton of components, they're all very, very high-quality components.
These are gonna last, they're gonna handle abuse on-road and off-road, they're gonna
give you a great ride and performance both on-road and off-road, and it's just a very
nice, very well put together kit.
As I said before, the install for this kit is going to be a two out of three wrenches.
You're gonna wanna give yourself around four hours to get it bolted up.
If you're not somebody who's comfortable with suspensions, with lift kits, you've never
done one before, you can still do this in your driveway, but just know it's probably
gonna take you a few additional hours.
You are gonna have to take every tool you have out of your toolbox to get this done.
It is fairly involved and there's no shame if you're not comfortable with doing this
and taking your jeep to a shop and having them install your lift kit for you.
Now the first step in the install is, of course, jacking up the jeep, support it by the frame
so you can lower or disconnect everything that keeps the axles from completely sagging
down.
That's going to be your track bars, your sway bar end links, your brake line brackets, and
of course, your shocks.
Once all of those components are removed or loosened, you can sag the axles down, pull
the coils out, reinstall your new, taller coils.
Now, before you put weight back on the axles, that's the time that you're going to wanna
install all of your control arms.
First, your going to wanna adjust those for length based on the parameters that Rock Krawler
gives you, then remove your factory control arms one or two at a time, and go ahead and
put your new control arms in place.
At the same time, while there's no load on the axle, that's when you'll swap out your
track bars and of course, install your track arm bracket.
And then, once there is a load on the suspension again, you'll go ahead and install your sway
bar end links.
At that point, you can also install your new brake lines and go through all of your proper
brake bleeding procedures.
So, you really are going to be touching about every piece of your suspension component by
installing this kit.
So you are going to need every tool at your disposal and quite a few hours, four or more,
to get this installed.
This lift kit comes in at right around $2,100 without shocks and you are going to have to
add shocks because this is a three and a half inch lift kit.
So, this is one of the more expensive kits that we offer.
It's also, as I've said over and over again, one of the most complete kits and it is built
with very high-quality components.
So I feel like I might be over-selling this, but at the same time, I don't think I am.
This is a very well-built kit that's very complete.
If you have the budget for it and you want a kit that's gonna perform on-road and off-road,
I would definitely recommend considering this lift kit.
So if you're looking to add a lift onto your JK to run a larger tire, but you also want
a kit that's going to perform very, very well on-road and off-road, and that's made up of
components that are very well-built and are gonna take some abuse, this is going to be
a really nice kit to take a look at, although you are going to have to have the budget for
it.
So, that's my review of the Rock Krawler X-Factor Lift Kit System, fitting all 2007 and up JKs,
that you can find right here at extremeterrain.com.
-------------------------------------------
Room Tour 2017 / Veronica Marie - Duration: 9:26.
Hi! Welcome back to my channel
For a long time I promised that I would make this video
And honestly it's been half a year, but now I am 100% ready
I hope you enjoy it!
I will start by showing you my bed which is opposite the entrance
You probably know it, many people have it
It's from Ikea
There is a gray blanket on it, my mom gave it to me and I do not know what store it is
This big teddy bear I got long ago for Christmas and is a bit old
Next to it is an elephant and a cloud from IKEA
The bed is laced with lamps from Home&You
And polaroids are sticked on top with a basic sticky tape
Right next to the bed is a window sill
I keep all of my magazines here
blankets and a box with some wires
On the left side of the bed is my desk, it's also my dressing table
there is an IKEA hair with a furry blanket on it
and here is my computer and my phone
On the left is a mirror I bought in a beauty shop
There are various mist, also fragrance
and some VS body balms
in the candlesticks I hold my makeup brushes
There is a photo frame in the background, but I have not got any photos in it yet
Actually, I don't have pictures in any frames in my bedroom because they are new and I didn't have time to fill it
and here is my Sephora makeup storage box
many of you asked me about it
it's my favorite plush panda, which I always keep on it
Here is my melted collection, I keep all of them on the top shelf
On the lower shelves I have other cosmetics - different lipsticks and a palette I no longer use
At the bottom are scattered some eye cosmetics
The rest is organized in jars - many of you asked where they are from
I bought them in the kitchen part of IKEA
I keep my lipsticks, bronzing powders and beauty blenders here
here are my makeup palettes, mostly from too faced
under the mirror I keep face creams and my favorite foundations
lipstick and some lip pens
here is some kind of a little table - I use this when I'm on my computer in bed or just when I'm eating breakfast there
and there are just some school binders and folders
There is a clock on my desk, you can always buy it at IKEA - it's like literally always there
and here is my wardrobe
My robe is always here - I love putting it on just after I wake up
I got it at Oysho
and now I'll show you the left part of it
I keep all of my stuff organized in some white baskets from Home&You
At the very top there are my sweaters
Below I have blouses, different pajamas and some makeup bags
there are trousers and blouses at the bottom
the drawers are for lingerie and some accessories
now we can check out the other parts of my wardrobe
I need to pull away my dog's bed first
and that's it
all of my clothes hang on white hangers I got at IKEA
and at the very bottom I keep all of my shoes
obviously black
from the left there are my skirts, dresses, cardigans and coats
right next to my wardrobe there is a mirror (also IKEA)
at the top you can see this California sign
I got it at Brandy Melville in Vienna and I love it
here is my bedroom door with "Do Not Disturb" sign from Home&You
I bought it years ago, I'm not sure if it's still available
there is a Vienna poster on the left
this is a basket from Home&You
I keep all of the clothes I don't wear this season in it
next to the frame and above the basket is a blackboard
it's on the side of the bookstand
It's a simple IKEA blackboard, I keep all of my pinterest workout inspiration here
mostly these 30-days chellagne things
here are some of my purses, these two are from Guess, I wear it anytime I go out
here is my favorite pendant I got in Disney World
here are my keys and some school stuff - school locker key and school entrance chip
and black furry pendant
Now I'll show you my bookstand
and you can see some of my bags, I always hang it here after I get home
at the bottom shelves there are some boxes - mostly these simple grey-white from IKEA
there are some of my drugs, small money in Nutella jar and some pencils
here is my Armani fragrance set
some speakers
here I keep my MacBook package and my favorite Starbucks cups
Here is my instax, candles, jewelry box
a box for a hair bands, I always lose it that's why I keep all of them in one place
...and random lollipop, I have no idea why it's here
here are two more white baskets, the one is for most necessary and basic stuff
some body balms, makeup removers - here are my favorite coconut ones from Sephora
and in another one I keep my daily makeup stuff
It's much easier to keep daily makeup in one place than look for it whole morning, I just love keeping everything organized
now you can see my hair set - some brushes and a comb
On a higher shelf I keep my books, some boxes, alarm clock, sun glasses and instax photos
there is a box of handkerchiefs from Home&You
it wasn't long time ago so you can still get it
here are some cups, in this one I keep drinking tubes
and a plush unicorn and cut cup I got from my best friend Asia
there is a Sims collection
I don't use this anymore, I don't feel like I have for it
there are two more jars
in this one I keep little scissors and some tweezers
and another jars, In the biggest one I keep the makeup I don't use or I haven't checked out yet
there are also some things for nails
On the very top I keep my books and some frames (also without any pictures)
and you can see more jars - the first one is with my favorite black chokers
in the second one I keep some samples I got at Sephora or any other drugstores
and in the last one I keep my watches, jewelry and hair things
and that's it!
I hope you enjoyed the video
maybe I've inspired you to arrange your own bedroom or change some things in it
so I if you have any ideas for other videos or any questions I'll try to answer all of your comments!
see you in my next videos!
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079 - Filho da Terra dos Espíritos - Duration: 23:00.
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Propiedades del Ámbar ~ CÓMO HACER UN BAÑO DE DESPOJO CON EL ÁMBAR - Duration: 6:51.
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Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:1 - Duration: 25:59.
Welcome to episode four of the series where I attempt to redeem sonic lost world for the
3ds.
In this episode we'll be taking a closer look at Silent Forest Zone 3, including attempts
at refuting criticism directed by critics at this game.
The episode is split into multiple videos, so feel free to watch the episode at your
own pace without having to watch the whole episode in one sitting.
I have also made a video where I combined all parts into the full episode.
Do check out the reviews themselves too if you want a comprehensive view of the quality
of the reviews, since they are not only comprised of negative criticism against the game, and
do contain at least some praise for the game.
This video focuses on the negative criticism directed at this game, to help you viewers
acknowledge that the criticism seems to be exaggerated.
Remember though, the point of these videos is not to bash the reviewers, just redeeming
this game and perhaps some sort of guideline for reviewers in how to improve their craft.
Another big purpose of this video series is to attempt to help you viewers, reviewers
and by extension the game developers, to achieve a more solid understanding of what makes an
actual good sonic game.
There are other reasons as well, but I do not feel like mentioning those just yet.
The episode is divided into the following parts: needed background, blind run, speed
run, super sonic speedrun, further background, and countering points of the reviewers.
So before we get into the the runs, I believe you should watch the following clip as evidence
suggesting the importance of the speedrunning aspect in sonic games.
This clip alone doesn't prove the presence of the speedrunning aspect across more stages
than the first one in the first few sonic games.
However, because the majority of stages across most canon sonic games allow or even encourage
the player to replay most stages via the F to A or F to S ranking system, we can assume
the creators has intended for players to improve the speed with which the player completes
stages.
Even if speedrunning isn't that much of an official thing in sonic games, the community
should make speedrunning a more central aspect with the games because speedrunning provides
THAT enjoyable an experience.
Speedrunning is already a thing in the sonic community, judging from cobanermani's various
speedruns of SA2 and Sonic Rush Adventure.
However, I think everyone would be better off if speedrunning was granted a more prominent
place in the player's focus on
the games.
On to the clip!
Now, let's watch Cobanermani456's blindrun, because he doesn't play in what I would
consider an improper way of playing through the stage.
This allows me to showcase a more genuine and proper blindrun at the same time.
I was interrupted during the recording so I cut out the part where I was interrupted,
also there is a moment where Cobanermani willfully stays in place so those watching his stream
could see the fun thing that was happening, so I cut that part out as well.
He also coincidentally got a game over in his first death in this stage, 3 minutes into
the stage.
A game over means he had to return to the very beginning of the stage, rather than starting
from the latest checkpoint.
Taking this into consideration, one can assume his otherwise 13 minute blindrun is reduced
to a 10 minute blindrun.
Before we go on to the speedrun, I want to apologize for the lower quality of the recording,
but you should still be able to follow what's happening, especially after having seen the blind run.
On to the speedrun, then!
Now on to the supersonic speedrun!
Now I am going to state my reasons as to why I think this stage is comprised of good level design.
The first few times going through the stage, you want to get to the goal without dying too often and explore the stage to its fullest.
So you take it slower the first time. This includes landing on platforms without having to, in order to avoid dying.
As you keep replaying the stage, you'll get more accustomed to how sonic works in said level.
You come to learn what different paths, items etc. are available at any given moment
as well as what comes next and what you've already passed.
You should find yourself progressing through the level with more fluidity and at greater speeds,
traversing more difficult paths and making use of more well-thought-out maneuvers compared to your first playthrough,
which should feel is rewarding
as it is a display of how YOU have developed and overcome all the challenges speedrunning gives rise to,
combining creativity, skills and determination, to accomplish the challenging and beautiful feat of speedrunning.
So here ends this video.
I suggest the next video you watch
is where I give my response to nintendolife's review of this game.
If you found this video informative and watch-worthy,
I'd really appreciate you liking and sharing this video!
-------------------------------------------
Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:2 - Duration: 7:55.
Welcome!
In this video I'll give my counterarguments to nintendolife's review written by Thomas
Whitehead.
I chose nintendolife's review because it is part of metacritic's reviews of this
game and has rated the game similarly.
If you haven't watched the previous part of this episode, then I strongly advise you
to do so.
"At times the level design falls over in a significant way.
We've met a number of roadblocks that required a rest and approach with a fresh mind at a
later hour, as some puzzles or enemy challenges can be taxing on any gamer's patience.
We've encountered near-impossible chasms requiring ludicrous gymnastics if you mess up an initial
series of homing attacks, a sequence of rolling snowballs while respawning enemies bully the
blue blur, and a snowboarding level with controls that, bizarrely, feel as if they're operating
on a digital — not analogue — set of inputs.
While not representative of the whole experience, stages such as these — and others that feel
like over-enthusiastic labyrinths with no end — have a damaging effect on the wider
campaign."
While this stage may have a few sections where one is killed rather easily, they do not seem
to be too hard to overcome in a joyful manner.
The last section of the stage could be a good example for what I'm saying, because at
first you may be killed so suddenly that you may view this stage as needing a little bit
of repetition to get across it.
However, the amount of repetition isn't that overbearing, especially because there
is also the alternative to avoid the owl's light.
As you saw in Cobanermani's blind run, one or both of Dominic and Matt seemed to direct
criticism against the presses in this stage.
More specifically, that the presses stole many lives, perhaps caused by holding down
the parkour button that caused them to get stuck on walls just below presses with not
enough time to avoid death.
However, I find the decision to have resulted in something good, because this late into
the game the player probably has gotten used to holding down the parkour button, so in
this stage the player is almost forced to enhance their control of the run button.
The player may learn to switch between running and walking significantly better than before.
There are often safety-net paths in this stage, so this stage shouldn't become so hard as
to require breaks.
This stage in particular has a suiting amount of enthusiasm in terms of how well it predicts
the players will be able to handle the stage.
"One similarity with its Wii U brethren, however, is that we'd question whether younger
gamers will be able to handle the manoeuvres and skills required, especially in the aforementioned
stages that are poorly designed."
Because of all these easy, safety net-paths, I have a hard time seeing even children having
a hard time completing this stage with a couple of lives.
Only instance I could see potential for irritation for children is the last section, if the children
are used to walking pace and aren't good at avoiding the owl's lamp, but I don't
think avoiding the lamp should be all too difficult for them, especially if they use
walking pace for tighter controls.
"Overall, the campaign veers from decent moments to drawn-out stages that exasperate
rather than satisfy.
Completionists can seek out red coins and target better grades in each level, but we
suspect most will just be happy to see the end of some more confusing and agitating levels.
Therein lies the great flaw with this effort from Dimps — too much of the game simply
isn't fun."
I don't see how this stage is drawn-out except that the stage requires more time for
a blind run than most stages, but it's not drawn-out in a monotonous way, because the
level design seems fluid, varied and just about right in its speed of progression.
Red rings equals new stages if you didn't know.
I cant come up with any situation in the stage where the stage can be confusing to the player.
As for agitating: The last section shouldn't be more than noticeably agitating no matter
the attitude you play the game with, but as I've stated earlier, there is probably something
valuable in the surprising moment in the last section.
Before you call the owl agitating in the other sections, being hit by the owl's lamp seems
to oftentimes lead to either blocked paths or creation of easier paths by allowing you
to parkour on the walls the owl summons.
Based on the great possibilities with speedrunning, and the seemingly lenient level design for
blind runners, this stage IS fun.
"Unfortunately, this is a title riddled with poorly designed stages, or in some cases
areas of stages.
These issues vary in form, whether with sudden deaths, cruel one-shot combos or, unforgivably,
tedious stages that barely resemble a Sonic game at all, but instead rely upon unimaginative
sub-tasks in open areas before progress is allowed.
Throw in fiddly controls that — though workable for experienced gamers — intimidate younger
or less experienced gamers, and this is a Sonic adventure that comes across as a hotch-potch
of ideas, some of which shouldn't have made it past the concept stage."
I suppose the big falling blocks can be seen as causing sudden deaths and cruel one-shot
combos, but I think these blocks unlikely to be tedious.
They are unlikely to be tedious because they don't seem to require many retries to be
completed.
However, I can see some players judging the thinner falling blocks to be tedious.
To those of you who think this way, do think in the way that brings you most joy, or more
specifically, how you can make good use of even obstacles like these thin blocks.
Sometimes, the thin blocks make traversing a section smoothly, significantly easier.
Other times the thinner blocks simply redirects your attention to a path other than the path
that the thin block in question is blocking.
There is at least one arena-like section in this stage, but the section I'm thinking
of can be wrapped up fairly quickly with a little mastery of Sonic's moveset in relation
to the badnicks in that area.
As for fiddly controls, there are many sections that have safety-net paths that shouldn't
make fiddly controls unbearable for less experienced gamers.
Many of the things I've just stated indicate at all of these supposedly questionable ideas
bringing overall positive qualities to this stage.
"Sonic Lost World on the 3DS has glimpses of excellence, but these flashes are overwhelmed
by numerous mediocre stages and a few that are poorly designed and, as a result, too
taxing to encourage enjoyment."
This stage is probably not among those the reviewer means are poorly designed, but even
if the case isn't as I think it to be, everything I've said thus far points to this stage
not being "too taxing to encourage enjoyment".
Here ends this video!
The next video you watch I think should be the video where I give my response to somecallmejohnny's
review of this game.
If you found this video informative and watch-worthy, I'd really appreciate you liking and sharing
this video!
-------------------------------------------
Why You Should LOVE Sonic Lost World 3DS - Silent Forest 3 - Ep #4:4 - Duration: 7:04.
Welcome!
In this video I will give my response to the criticism of Cobanermani456 and IGN.
If you haven't watched the previous parts of this episode, then I strongly advise you
to do so.
First off, let's look at IGN's criticism of this game.
"In taking some risks with level design, Sonic: Lost World stumbles into some bad ideas.
Naturally, there's tinge of Super Mario Galaxy influence injected into each level, but most
of it misses the point.
Galaxy largely gives us freedom to explore and platform through carefully constructed
levels at our own pace; by comparison, the idea of firing a hedgehog out of a slingshot
as he tries to navigate fragmented terrain at high speeds feels misguided.
To Lost World's credit, a few stages manage to achieve this tall order, but the majority
fail to capture that Mario magic."
Parkour should ease up the supposed fragmentation by making transitions between platforms smoother.
On top of which, the ability to speedrun at the level I did, suggests at least this stage
isn't among those that are supposedly too fragmented to suit sonic's fast playstyle.
There is also the walking pace one can use, if running and spin-dashing are too fast.
Walking should also ease the supposed fragmentation of the level design.
As I've said earlier, the presses may push you to master switching between holding down
the parkour button and releasing it.
Sonic's parkour allows the player the pleasant ability to backtrack and explore in ways that
may have been impossible with sonic in older games, but rather similar to knuckles or tails.
Based on what I just mentioned, I think it likely that the mario magic is present in
this stage.
"With so many positive changes, I can't fathom how intrusive motion-controlled segments
found their way into this game."
This stage doesn't have any motion-controlled segments as far as I know.
"Motion controls are a major part of gameplay in the special stages, too, and the awkward
way I often I had to turn my body in place in order to aim the flying hedgehog at floating
bubbles means they aren't fit for play in public spaces.
In fact, half of the time I wished these unlockable areas would've just stayed secret."
When one completes a stage with 50 or more rings, one is given a choice to enter the
special stage or postpone the opportunity to whenever the player feels like giving said
special stage a shot.
Maybe something else is meant by wishing the unlockable areas would have stayed secret,
so if someone watching this interprets the piece of criticism differently, please write
your interpretation in a comment.
"Sonic's sensation of speed is mostly intact and most stages look impressive, but
Sonic: Lost World stumbles due to poor level design.
Pathways don't always make sense, and all the momentum-building tools in the world won't
save a game from so many awkward starts and stops."
I can't come up with any instances where pathways don't make sense.
Some may make less sense than others, but make sense nonetheless.
All of the sections in this stage are more or less straightforward in terms of direction,
and with a little experimentation in direction one should find one's way to the goal.
As seen in the blind run and speedrun, the stage seems to progress rather fluidly instead
of in a tacky-fashion.
There are a few moments where one may need to wait a little while, but those moments
are short enough and followed by challenging-enough sections that the overall experience should
fall on the far positive side of the spectrum.
Now that I've addressed IGN:s
review, I'll move on to cobanermani456's criticism.
Matt at some point says the rails makes him dizzy, and while I do think similarly of those
who play the stage the first time, I myself stopped minding it a long time ago, if I ever
did.
The instant speed of the rails is nice for backtracking and probably for simpler development,
but something to improve would be to have more realistic rail physics.
As I've stated earlier in this episode, in Cobanermani's blind run, one or both
of Dominic and Matt seemed to direct criticism against the presses in this stage.
More specifically, that the presses stole many lives, perhaps caused by holding down
the parkour button that caused them to get stuck on walls just below presses with not
enough time to avoid death.
However, I find the decision to have resulted in something good, because this late into
the game the player probably has gotten used to holding down the parkour button, so in
this stage the player is almost forced to enhance their control of the run button.
The player may learn to switch between running and walking significantly better than before.
At the very last section of the stage, cobanermani seems to criticize the choice of including
the big blocks that fall down on sonic when the player is noticed by the owl in this section.
To those of you who think that is an unfair, sudden death, I say that there are owl-summoned
blocks just like these all throughout the stage that fall down after floating in the
air for about a second.
However, I suppose up to this point, the blocks haven't usually killed sonic, they acted
more as walls blocking better paths.
Also, blocks this big aren't as frequently found earlier in the stage.
However, this use of the blocks is interesting in how it may push the player to connect the
two ideas of blocks falling down after being summoned in the air and that they are much
bigger than the earlier, thinner blocks, to draw the conclusion in time that one should
run.
While we're on the topic of difficulty, I would be very interested in a hard mode
for every new sonic game, one that would be based around adding obstacles, requiring better
precision, puzzle-solving skills, and more subtly hidden paths, all without reducing
speed.
Lost World 3ds has a hard mode, but I don't feel like it's hard enough.
I don't think I've played all stages in hard mode, but I'm pretty sure I didn't
feel satisfied with the significant increase in difficulty.
Of course I really like the basic stages as they are, but if a hard mode is going to be
made, then why make the difference so slight from the normal difficulty?
I don't mean this in an absolute sense, because, again, I haven't played all hard
mode stages, but this is my preliminary take on the hard mode.
And here ends the last part of this four-part series of trying to redeem Silent Forest 3
of Sonic Lost World 3DS!
I hope you learned a number of things from these videos, and I hope you look forward
to my next episode where I'll be redeeming Silent Forest 2!
If you found this series informative and worthy of watching, I'd really appreciate you liking
and sharing this video!
Also, if you want to be notified of when I release my next video, would it perhaps not
be best if you subscribe to my channel?
Stay critical and stay humble!
See you next time!
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Why You Should LOVE Sonic Lost World 3DS - Silent Forest - Ep #4:3 - Duration: 3:47.
Welcome!
In this video I will give my response to somecallmejohnny's review of this game.
If you haven't watched the previous parts of this episode, then I strongly advise you
to do so.
He says: "As soon as we head into tropical coast.
The first issue with the level design slowly reveals its ugly self.
The levels start getting too fucking long.
And as soon as we head into frozen factory, the levels start getting really fucking long.
Levels become tiring, you'll be getting hand cramps, you'll become easily agitated."
A proper blind run of this stage should take little less than 10 minutes.
A speed run of this stage should take about 3 minutes with a good amount of mastery.
To put this into perspective, a good chunk of sonic's stages in adventure 2 take between
one and two minutes with greater skill than I have at this game.
Unleashed's daytime stages take about two minutes each with a level of skill somewhat
above my skill level at this game.
Also, I don't usually get hand cramps playing these stages, but I did during the recording.
The reason for my hand cramps is that I hold my 3ds weirdly to record with my camera, which
is not the case when I play normally.
So I don't see reason to believe this stage is too long.
"And that is where the second issue with the level design will begin to take its course.
The shit the game requires you to do in order to complete certain levels.
Not just certain tasks, but also the repetition of it all.
It forces you to stop all of the damn time to flick switches, kill a certain amount of
enemies, or deal with awkward controls for certain powerups.
Just when you want the level to end"
This stage doesn't seem to be repetitive, because there are barely, if any, tedious
tasks in this stage that can be recycled to make the stage repetitive.
This stage doesn't have more than a couple switches, doesn't have more than a couple
of enemy pits, and heavily revolves around classic sonic platforming with additions such
as the falling blocks and rails.
The only powerups I can come up with are the lazer wisp and in some sense rails, both of
which are rather easy to control compared with other powerups.
Neither uses gyro, and both are rather intuitive in their use.
Given all that, I think one is unlikely to wish for the end of this level.
He says: "focus lies on marathon levels, an insane amount of monotony, too many instances
of trial and error."
I've already addressed the marathon and monotony points.
As for trial and error: I can only think of any instances in this stage where one would
die for reasons such as being too rash or not being in the moment at all.
You're free to point out any instance that does fall under trial and error.
"This isn't even including the numerous do or die situations the second half of the
game is played with.
Tons of areas where using parkour over bottomless pits is mandatory.
A shit load of areas where wisp powers are mandatory in order to complete levels or die
trying"
This stage is part of the second half of the game, so I don't see why making the parkour
compulsory is questionable since the parkour is one of the main aspects of this game.
Additionally, this stage has a good number of sections that have safer lower paths in
case one fails in the upper paths.
Regarding wisps, this stage doesn't have any wisps in the blind run, and only has the
lazer in later runs, so this stage is safe in that aspect.
Here ends this video!
The next video you watch I think should be the video where I give my response to the
criticism of both Cobanermani456 and IGN.
If you found this video informative and watch-worthy, I'd really appreciate you liking and sharing
this video!
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