I am seeking sex dating. Wall Hanging BDSM ORCACREATIVE WEBSITE Reubin Former Florida governor Aslanis, double down after splitting is permitted. The Business General Casino Op s inc, in this section I list my favorite Database tools. Roulette City Play in Atlantic City s wide variety of ...
While my car is getting worked on, I started to make a BCKY ETF and wanted to share it with you all. I welcome any additions or feedback!
TECH
AAPL - Apple Inc. - Becky never leaves her iPhone behind BMBL - Bumble - shhh don’t tell Becky’s husband 🤫 FB - Facebook - they own Instagram, Becky’s most-used app MTCH - Match - Tinder for the casual fling ☺️ NFLX - Netflix - for those nights in 💜 PINS - Pinterest - inspiration central PYPL - PayPal - makes online shopping soooo easy once you figure it out! 🙌🏻 ROKU - Roku - Bridgerton is on Netflix, but The Bachelor is on Hulu! Having a Roku built into the TV makes it easy to navigate SHOP - Shopify - online shopping 🛍 SNAP - Snap - Becky prefers IG but loves Snap for the selfies and group messaging (and the secret disappearing messages 🤫) SPOT - Spotify - music fuels the soul 🎶 SQ - Square - CashApp makes splitting the bill sooooooo easy Z and ZG - Zillow - for daydreaming and snooping on the neighbors ZM - Zoom - in these trying times Becky has used Zoom to stay connected with her parents 💕
Entertainment
ABNB - AirBNB - For the little getaways, staycations and girls weekends AMC - AMC Entertainment - Becky went to second base for the first time in the back of an AMC theater (didn’t even watch any of Along Came Paulie) BALY - Bally’s - Becky likes a night out at the casino DIS - Disney - for the kids 💕 LVS - Las Vegas Sands - bachelorette party, anyone? MGM - MGM Resorts - can’t wait to get back to the clubs to do some DANCING 💃 MSGE - Madison Square Garden Entertainment - nightlife, dining, girls night??? MSGS - Madison Square Garden - Becky dated a basketball player after college (don’t tell dad! 🤫) MTN - Vail Resorts - Becky’s favorite winter destinations WYNN- Wynn Resorts - classy casino and hotel - Becky wouldn’t be caught dead anywhere else
Food/Beverage
ABT - Abbott - Baby formula was so helpful when Kai wouldn’t breastfeed. Pedialyte for when you have one too many proseccos 😜 APRN - Blue Apron - Soooo helpful to make Becky’s once-a-week meal or when Carla the “help” is sick. BUD - Anheuser Busch InBev - those Bud Light seltzers are NECESSARY CAKE - Cheesecake Factory - who doesn’t love Cheesecake? 😍 DASH - DoorDash - for those quarantine takeout meals with Greg 😍 GRUB - GrubHub - tapas delivered for girls night 😻 SBUX - Starbucks - there’s 4 seasons: Winter, Spring, Summer, and PSL SFM - Sprouts Farmers Markets - organic only 🍃 SHAK - Shake Shack - for the cheat meals 🤫 STZ - Constellation Brands - wine 🍷 anyone?
Lifestyle/Shopping
AXP - American Express - Becky’s black card never stops 🤪 BMWYY - BMW - for the Beckies with an X5 BURBY - Burberry - 💁♀️👜 CHWY - Chewy - Becky’s frenchie needs food, duh COTY - COTY - Becky secretly (or not so secretly 🤪) loves Kylie, Dolce & Gabana and Chloé DFS - Discover Financial - Becky likes getting cash back 😍 DMLRY - Daimler - For the Benz loving Becky DOGZ - Dogness - luxury goods for the Frenchie EL - Estée Lauder - cosmetics company founded by a fellow woman 🙋♀️ ELF - e.l.f. Beauty - makeup 💄 what else needs to be said? ETSY - Etsy - omg so many cute things to buy FLWS - 1-800-Flowers - I mean who doesn’t love flowers 🌸 FTCH - Farfetch - designer clothing ONLY GOOS - Canada Goose - Much needed during winter when walking around Manhattan and taking selfie’s at Rockefeller Center. A little trendy but still loving it. HOME - At Home - cute stuff for the house and cheap enough to throw away after getting that perfect pic for IG HTHIY - Hitachi - the magic wand is Becky’s little secret JWM - Nordstrom - designer brands ONLY KNL - Knoll - luxury designer furniture that is so cute and so comfy. IYKYK KSS - Kohl’s - Kohl’s Rewards are practically a currency right? 💵 LULU - Lululemon - quintessential Becky. The leggings don’t just make her butt look good, but they’re comfy and perfect for the IG flex LVMUY - LVMH Moet Hennessy Louis Vuitton - this just speaks for itself M - Macy’s - ugh kinda for the poor people but they have good deals so Becky will shop online MA - MasterCard - when the farmer’s market won’t accept American Express MLHR - Herman Miller - super expensive furniture for the home and sooo comfy PFE - Pfizer - why is this in the lifestyle category? Because Becky would have a breakdown without her Xanax TEVA - Teva Pharmaceutical - Becky runs on adderall that is prescribed to her son PTON - Peloton Interactive - the ultimate Becky item - if you didn’t post your workout on your IG story did you even spin?! REAL - The RealReal - Cartier, Chanel, Christian Louboutin, LV, Gucci, Hermès, Prada, Tiffany’s and more! REV - Revlon - some of Becky’s fav actresses promote their products RH - Restoration Hardware - only the best for Becky’s home SFIX - Stitch Fix - Becky took the styling quiz and gets emails from them all the time, but still hasn’t placed an order (but she really wants to to support a company headed by a woman CEO 👩🏼💼) (S)TIC - Northern Star - Becky’s frenchie gets soooo excited for her monthly Bark Box TCS - The Container Store - Becky just CAN NOT walk by without going in TGT - Target - 🎯 this one is self explanatory- Becky doesn’t leave until it’s dark out TSLA - Tesla - for the more environmentally conscious Becky that still needs to flex TUP - Tupperware- perfect for packed lunch boxes and leftover tapas 🥰 ULTA - Ulta Beauty - looks are everything and Ulta sells everything Becky needs V - Visa - Becky recognizes that name from the front of some of her credit cards WSM - Williams-Sonoma - Becky buys a lot of her home goods at Pottery Barn and West Elm
I wouldn't invest in GME, but Ill surely bet on it.
So, I am one of the ones that bought in at 320. And I am holding. I am seeing a lot of posts here where people are dumping their life savings into GME. Some of them can probably afford it (looking at you, millionaires), but there are some here who are really struggling financially and are hyped about this GME trend. Me? I have never once bought a single share of anything until last week when i spent $1000 on 3.17 shares of GME. My current "investment" is now at $284.40. And I dont care. I am not an investor. I am a gambler. Now, this is for those people that dont make a lot of money and dont have a lot of disposable income, but want in on the GME rocket to Andromeda. One of my favorite games is blackjack. Its slow, its relaxing, you can sit at the table and just kind of shoot the shit and throw a few bucks down on each hand. Say you go to a casino tomorrow and all you have in your pocket is 300 dollars. You took out a bit more than you can afford, but you dont plan on spending it all. You're Jon Favreau from Swingers. You sit at the blakjack table and everyone is telling you how hot the dealer has been. They tell you that you should bet big because you will definitely win. Dealer throws down the cards, and you get 11. DOUBLE DOWN! everyone says. But, you put half your whole wad on this hand and doubling down would clean you out. You know you only get one card, but everyone (including the dealer) is telling you to DOUBLE DOWN! There are still a TON of face cards left! You cant lose! You ALWAYS double down on 11 and split your aces. ALWAYS! You do it. You get your card. Its a 5. Dealer hits and gets 19. You lose. Whose fault is it? Its not the dealer's fault. Its not the fault of the other people. Hell, it isn't even the fault of the dude before you who hit on 14 even though the dealer was showing a 6, taking your face card. Its your fault. This is gambling. Ultimately, you are making a bet. This bet may pan out. There are a lot of stats that show it might. There are some that show it wont. Experts are saying you'll make a ton. Experts are saying you'll lose it all. At the end of the day, you are a gambler, not an investor. Treat this like a blackjack table. Are you comfortable doubling down with all the money in your pocket? If that money were gone tomorrow, what would happen? There is a reason I spent 1K on the stock. That is because I love to gamble, and when I hit a casino 1K is my limit. With COVID, I cant go to a casino any more. But I can do this. And I took my limit, Doubled down on 11, and I am anxiously waiting for the dealer to lay my card down. Problem is, the dude before me took my face card. That's OK though...makes it more exciting. This is not financial advice. I just love the stock. And blackjack.
I saw this on stocks and agreed with this guy (u/comedian213)and figured I’d post it here. But heads up, I spiced it up a bit so it wasn’t so fucking boring. Position: 50x SPWR 2/26 45C - Casino style, not this “shares”bullshit Obligatory Rockets: 🚀🚀🚀🚀🚀🚀🚀🚀🚀 🚀🚀🚀🚀🚀🚀 Alright retards, let’s talk about SUNPOWER (SPWR) OP, the “investor” fuck that he is, is looking for a long term hold and he thinks he found it: Sunpower (SPWR) Sunpower is one of the leading Solar installation/manufacturing/battery storage companies in the industry. And that fucking industry is rapidly growing. We are talking printer go fucking brrrr. Thank sleepy! Just google “top solar companies” and tell OP which companies have the best product and best customer ratings. Spoiler alert, Sunpower is #1. Sunpower hit $57 dollars before crashing down to $40 where it hit hard hard resistance today. Were talkin huge buy orders for 2 mill+. And even look at who owns it - bunch Blackrock, Citedal, the likes. I agree, fuck these guys, but at the same time, why bet against them? It’s gonna go up, and keep going up. What most people don’t know, is, that Sunpower has started to roll out a new product that will consume market share from everyone’s favorite, Tesla. The product is called SunVault. SunVault is an energy storage battery that very well competes and rivals the Tesla power wall. I believe that SunVault will sell extremely well and could bring Sunpower up to Tesla levels in terms of solar and energy storage. The product is capable of powering your home for nearly 3 days. And when combined with the high efficiency panels that Sunpower offers, it’s game changing. Some technical analysis for you autists. Sunpower literally has a revenue of 274 million, while Sunrun (at over 2x the market cap) is at 209 million. Sunpower also cut manufacturing costs by splitting into two companies (SPWR and Maxeon Technolgies). Maxeon is manufacturing solar panels for SPWR, and they are doing it overseas. This split happened in late August and has yet to affect their profit, but will completely reshape SPWR’s profit margin in the near future. SunVault only started rolling out last summer and Solar sales don’t really pick up till spring. So getting in now and ride the rocket to the moon! this is not investment advice. It is OP’s opinion. I am not a financial advisor.
Welcome to the tiebreaker round of the 7th part of the JimmyEatWorld Artwork Survivor! First some information that's handy for you guys to know about: After being at the helm of these Survivors for literal years, our very own resident pollster u/Pebbleswift has sought permission from the council to take a sabbatical, because reasons. There's nothing dramatic about that, it's just how the hustle goes. Life gets to you one way or another, and it's important to take a step back when you need to. But the show must go on, and as such there's been a small but not insignificant change of reins. You all know how I dislike getting political on this sub, but all I will say is that there's been a peaceful transition of power, and I am delighted that Pebbles reached out to hear if I would step in. It was an offer I could only accept with poise, with grace, and I'm excited to get to work as your new Presid- I mean host! In my first 100 days in office, I vow to continue the great tradition that is the /JimmyEatWorld Survivors. I will keep things relatively similar, so you long-timers won't feel estranged, but also add some small things where I see fit. Unlike Pebbleswift, I've nothing going for me in life, and have got PLENTY of free time. Haha, if only. I hope to give you a steady weekly schedule, but don't hold me to it. Or do! Before we begin this newish era of Survivors, I think a MASSIVE thanks to u/Pebbleswift is in order, for hosting these last few years through thick and thin. You're a legend. Rock on, young saviour, don't give up your hopes! (Alsosorryforallthebadanalogies,Iwillimprove!) -G89 NOW ONTO THE GAME! THIS ROUND - We have quite the situation before us, ladies and gentlemen. Ties in both the Core Discography poll and the Singles poll makes the first transitional round a do-over. The Singles poll is a five way tie, which I'm guessing is a first! I'm really excited to start off on such a contentious point in the Survivor. You can find the link to ALL of the images and categories compiled right here. Vote Here for your LEAST favorites:
These are really tight so every vote counts, and every vote will be counted regardless of delivery method. Except for fax votes, those are a fraud and you know it, everybody knows it. - = - = - = - = - = - Images In: - Core Discography: 98 S/T Ep Bleed American Album Chase This Light Clarity Futures Integrity Blues Invented Self Titled Album SOMST Static Prevails - Alt Cover - Singles: 12.23.95 Acoustic Beautiful Day (Best Song) Bleed American Blister Coffee and Cigarettes Damage Get Right Integrity Blues (Acoustic) My Best Theory Sure and Certain Sweetness The Middle I Will Steal You Back (The Steak) Work You Are Free - Misc: Blueprint Split Last Christmas Clarity Live/2009 CTL Live/2008 Firestarter EP Good To Go EP iTunes Fest 2013 Mineral/Sense Field Split One Two Three Four EP Singles (Comp Album) Taking Back Sunday Split =-=-=-=-=-=-=-=-=-=-=-= Images Out: - Core Discography Round 1 - Damage (29.1% or 16/55) Round 2 - Surviving (25.7% or 9/35) Round 3 - Static Prevails (21.4% or 6/28) - Singles Round 1 - Lucky Denver Mint (31.4% or 11/35) Round 2 - Love Never (22.7% or 5/22(23?)) Round 3 - Half Heart (23.5% or 4/17) Round 4 - All The Way (Stay) & Pain (16.7% or 3/18 each) Round 5 - Big Casino and Bleed American - Alt (20% or 3/15 each) Round 6 - A Praise Chorus, Always Be, and Sweetness - Alt Cover (15.8% or 3/19 each) - Misc Round 1 - Jebediah Split (31.3% or 10/32) Round 2 - CFD Split (45.5% or 10/22) Round 3 - Jejune Split (26.7% or 4/15) Round 4 - Emery Split (29.4% or 5/17) Round 5 - iTunes Fest (2011) (London) (26.7% or 4/15) Round 6 - iTunes Session (29.4% or 5/17 votes) Round 7 - Sharp eyes will see, others will have to wait and see!
https://s1.dmcdn.net/v/41iE01LRz2oG6tRB3/x1080 I decided to make a compilation of my favorite movies for home theater, not just in terms of sound, but also all around movie experiences:
13 Hours
3:10 To Yuma
1917
21 Bridges
A Quiet Place
Ad Astra
The Adjustment Bureau
After Earth
Air Force One
All Is Lost
Allied
American Sniper
Anna
Annihilation
Anon
Armageddon
Apocalypto
Apollo 13
Arrival
The Assassination Of Jesse James
Atomic Blonde
Ava
Avatar
The Aviatior
Baby Driver
Batman Begins
Battleship
The Big Short
Black Hawk Dawn
Black Swan
Blade Runner 2049
Blood Diamond
Body Of Lies
Bridge Of Spies
Catch Me If You Can
Captain Philips
Casino
Cast Away
Children Of Men
Con Air
Contact
Constantine
The Curious Case Of Benjamin Button
The Dark Knight
The Dark Knight Rises
Deepwater Horizon
The Departed
Django Unchained
Drive
Dunkirk
Elysium
Equilibrium
Ex Machina
Exodus Gods And Kings
Flags Of Our Fathers
The Fifth Element
Fight Club
First Man
Ford V Ferrari
Fury
The Fountain
Gangs Of New York
Gattaca
Gladiator
Glass
Gods Of Egypt
Good Fellas
Good Kill
Gravity
The Great Gatsby
The Great Wall
The Green Mile
Hacksaw Ridge
The Happening
The Host
Hostiles
Hugo
The Hurt Locker
I Am Legend
I, Robot
In The Heart Of The Sea
In Time
Inception
Inglorious Basterds
Interstellar
The Island
The Jackal
Joker
Joy
Jupiter Ascending
Killing Them Softly
Kingdom Of Heaven
The Last Samurai
Lone Survivor
Looper
Lords Of War
Lucy
Mad Max Fury Road
The Machinist
The Martian
The Mask Of Zorro
Master And Commander
Minority Report
Mortal Engines
Mother!
No Country For Old Men
Once Upon A Time In Hollywood
Panic Room
Passengers
The Passion Of The Christ
The Patriot
Pearl Harbor
The Perfect Storm
The Prestige
The Professional
Public Enemies
Ready Player One
Red Sparrow
The Revenant
Road To Perdition
Roma
Rush
Salt
Saving Private Ryan
Scarface
Seabiscuit
Se7en
Shutter Island
Sicario
Signs
S1m0ne
The Sixth Sense
Space Cowboys
Split
Sully
Tenet
There Will Be Blood
The Thin Red Line
Titanic
Tron Legacy
True Grit
U-571
Unbreakable
Unstoppable
V For Vendetta
The Village
Wanted
War Of The Worlds
War Horse
Wheelman
I also recommend the following IP movie series franchises:
007 James Bond
The Chronicles Of Narnia
DC Extended Universe
Fantastic Beast
The Fast & The Furious
Godzilla
Harry Potter
The Hobbit
The Hunger Games
Indiana Jones
Jason Bourne
John Wick
Jurassic Park
King Kong
The Lord Of The Rings
Marvel Comics (MCU, Spider-Man, X-Men)
The Matrix
Mission Impossible
The Mummy
The Pirates Of The Caribbean
Pixar
Star Trek
Star Wars
The Terminator
Transformers
Edit: Also pretty much any action movie with The Rock, Charlize Theron, Jason Statham, Milla Jovovich, Mark Wahlberg, Kate Beckinsale, Liam Neeson, Angelina Jolie, and Gerard Butler.
Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Includes a Separate 2 Player Local Competitive/Versus Multiplayer Mode
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of achievements. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. If you do achieve the good ending on your first playthrough, the completion time is probably closer to six hours. As far as achievements are concerned, 100% completion is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Valfaris acts as a continuation of Slain - the developer's previous work - but it’s not necessary to play Slain first to understand the story of Valfaris. While Slain was mostly just a slightly above average action platformer, Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry.
Description Continued: There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. There are also some achievements that test your skills further, like finishing the game in two hours or beating the game with 10 or less deaths.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level.
Description Continued: There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. Bosses are dynamic and have a number of different phases to fight through. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the achievements give fun challenges to extend the life of the game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. You have to get all five endings and do some other miscellaneous stuff to get all achievements, but it has a relatively high completion rate.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. I only got 4 out of 21 of the achievements on my first playthrough. There are a number of different routes to take with the game.
10. Unbox: Newbie’s Adventure
Includes a Separate 4 Player Local Competitive/Versus Multiplayer Mode
Description: Unbox takes heavy inspiration from Banjo Kazooie and other collectathons of the fifth generation but has levels far larger than any Nintendo 64 platformer. Fortunately your customizable character can cover huge amounts of ground very quickly via the unbox mechanic, which is basically a super jump you can use up to six times before you need replenishment via item pickups or checkpoints. Both the jump and unbox mechanic are tied to the shoulder buttons, which takes some getting used to but is ultimately one I’m in favor of, as it allows for camera control without removing your thumb from the jump or unbox buttons. The high speeds you can travel make for some great exploration, but the game is still able to disable your ability to unbox by giving you a “fragile” item, allowing for more carefully considered platforming sections.
Description Continued: Each of the three major worlds have four major collectibles: 200 gold tape, 10 caged zippies, 18 stamps, and 1 super stamp rewarded upon defeating the boss of the world. There is also a hub world that has just 200 gold tape to collect. The 18 stamps are the jiggies or stars of the game, and they’re primarily what you’re after to advance the game. 9 of them are hidden across the world, while the other 9 are given by NPCs upon the completion of a task: Digi will ask you to take an item from point A to point B with some platforming in between, Dash will ask you to complete three races around different areas of the map, Superbox will ask you to destroy 20 enemies in X amount of time, etc. The other collectibles simply unlock more cosmetic options for your character.
Completion Time: ~7 Hours
Extra Content: The game only requires you collect 2/3 of the stamps to beat the game. If you want to collect all the stamps, zippies, and gold tape, this could more than double your playtime, as the worlds are massive and finding all the gold tape is a daunting task, though they do make a distinct noise when you are near them once you’ve collected half of them in a level. Your friendly companion Bounce will also give you visual clues on where to find whatever collectible you might be stuck on. I was able to find all the collectibles in the first world but three gold tape with next to no issues, though Bounce helped me with the remaining three. I really have to commend the developers for their inclusion of both audio cues and visual guides built within the game to guide you to collectibles – it makes collecting every last thing a lot less tedious. The high speeds of your character allow you great traversal of the world, which also helps with collecting everything. The achievements require you to collect everything. In addition to the single player campaign, there are quite a few local multiplayer modes for up to four players – these include Boxing, Collect, Thief, Oddbox, and Delivery. The developers go into more detail on each mode here.
Description: This is the sequel to the original 2D PC exclusive from 2017, with another 3D sequel currently in production. If you care at all for the story, it’s recommended you play or at least read about what happened in the first game. Spark 2 actually follows Fark, another jester. Spark 2 emulates many of the high speed moments found in 3D Sonic games, but brings a few ideas of its own. In particular, action is a bigger focus in this game, though platforming is still the priority. Enemies are easy enough to run past with a few exceptions for mini bosses at the end of some levels and the nine main bosses. In addition, enemies can also add to your score.
Description Continued: In addition to Fark’s expanded move-set in combat, he also has the ability to double jump, dash, and wall jump. The jumps give you a lot of air time, lending more leniency to the platforming, and the dash is great for building momentum. There’s quite a bit to explore in each level too – jumping off ramps in the middle of loopdeloops will sometimes result in you finding the game’s main collectible, floppy disks. Fark can also acquire four additional costumes found within the levels that offer some variation in abilities. The game offers five difficulties at the start, with it recommending the second easiest option, Normal, as the default way to play your first time through. Bosses on this difficulty are fairly easy provided you’re competent with timing when to use your shield, though I did lose once or two against a few of them.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy. The second one - Remothered: Broken Porcelain just released last month, but I've heard it's pretty buggy at the moment and not recommended in its current state.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. You’ll probably get most of the achievements – if not all, except the collectibles one - on your first playthrough.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's an achievement for completing New Game+ and some other fun achievements.
Description: SINNER is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting all achievement is extremely difficult.
Description: Warlock’s Tower’s puzzles are built around the movement of the player. There are numbers on the ground for the player to pick up – either 3 or 5 – and this gives the player a set number of steps before they die. Your goal in every level is to make it to an exit, and you’ll have to acquire the numbers in an order that gets you there. It is a bit easy in the beginning but eventually works up to be a challenge in the later levels as more elements are introduced: enemies, teleporters, conveyors, and even controlling two characters at once that share movement usage. The game has a very believable GameBoy aesthetic and sound effects to accompany it, and it works for this slower paced tile-based game.
Completion Time: ~6 Hours
Extra Content: This is published by Ratalaika Games, but surprisingly enough, you actually have to beat the game and find a few NPCs hidden in certain levels to get all achievements. There are optional levels in each world that don’t have any achievements attached to them, and this should add a few hours to the game.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I’ve played a ton of 2D platformers, and this is one of my favorites.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your achievement completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observational skills and take a little more digging to finish. Attaining all achievements is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Warlock’s Tower, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack. Have you played any of these games? What are some other overlooked single player indie games? See my post below for some upcoming indie games to look out for.
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment. For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however. Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign. Getting all achievements is somewhat difficulty, as you must beat all 25 levels in the main campaign with at least an A rank.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world. Getting all achievements requires beating all regular levels and bonus levels, plus finding a secret in the credits section.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. You can also try to outdo your previous score(s). The few achievements are relatively easy to obtain. There is no platinum trophy for this game.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Primal Light follows an alien caveman through a mostly linear series of 10 levels and 10 bosses. There are some hidden paths that lead to health and health potion upgrades, charms, and lives, with usually a challenge between you and the collectible. Charms grant passive effects, like boosting strength after taking a hit from an enemy, and allow for some player choice – there are 12 of them but only two can be wielded at a time. Health potions function similarly to Estus Flask in Dark Souls, in that they regenerate upon death, and finding the right time to use one is a game in itself. As you progress through the game, you get a few mandatory upgrades to your moveset that allow for slightly more complex platforming. The game dons a 16-bit aesthetic but controls feel modern and smooth. You can attack in four directions, and your character has some midair control. Bosses are a particular highlight, both in the visual department and from a gameplay standpoint. There is a lives system, so losing all of them at the end of a level or boss will put you back in the beginning. This is only for the two harder difficulty options – the easiest difficulty option has lives disabled. That said, I played on Normal Mode and only got one Game Over for about three to five of the levels. There is some future DLC planned for the game that will add more levels.
Extra Content: I only got 7/12 charms on my first playthrough, so there are likely a few secrets to go back for. Outside of that, if you played it on one of the lower difficulties you can try your hand at Hardcore Mode. The achievements ask you to do challenging things to get 100%, like collecting all upgrades, beating the game without dying once, and beating Hardcore Mode without using any Continues.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The achievements are very difficult. There is no platinum trophy for this game.
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever. Have you played any of these games? What are some other overlooked single player indie games?
When we were kids, my little brother died on Halloween. He's come back to visit me every year since his death.
Jimmy returned for the first time exactly one year after the accident. I was home alone. Dad was at the bar and Mom was dead. We’d crammed her into a pine box and shipped her off to the incinerator months ago. I’d been sitting on the couch watching a plump cockroach scuttle across the coffee table, sipping whiskey that I’d liberated the previous night after Dad passed out. I wasn’t quite drunk yet. At eleven years old, my tolerance to alcohol was comparable to most local stumblebum drunks. A knock came to the door, the gentle tap of brittle knuckles upon rotted wood. I paused with the rim of the bottle resting against my lips. Even the cockroach cocked its long antennae curiously toward the door. The local trick-or-treaters knew better than to come here seeking candy. Our ramshackle abode was always one DHS visit away from being condemned, and the cobwebs and sundry creepy-crawlies in our front windows certainly weren’t decorative. I reflexively choked out a sob when I opened the door and saw his ghostly form. The sheet draped over him was stained brown and soaked with stinking river water. “Jimmy?” I asked, my voice croaking in disbelief. As if to answer me, his jaw fell slack and I heard the tiniest groan emerge from under that sheet, like a whining door hinge in a quiet house. He raised his hand to me and I shrank back in fear, expecting him to thrust an accusatory finger and damn me as a liar and murderer. Instead, I realized that he was holding his hand open, expecting something. A dry, throaty sound whistled up from his slackened jaw and I suddenly understood what he wanted. My little brother had come back for his favorite holiday. I rushed up to my bedroom, reached under my bed, and grabbed Jimmy’s pumpkin-shaped Halloween bucket. I flicked off the roaches and shook out mouse shit then ran back to the front steps, where my little brother was waiting. As Jimmy snatched his candy bucket from me, I saw them, watching us from the corner. It was the same group of older bullies that harassed us last year, on the night of the accident. Last time, they’d been wearing clown masks. They chose the Power Rangers this year. Despite their masks, I could tell that those bullies didn’t quite believe what they were seeing. Jimmy had been presumed dead for a year, yet here he was, wearing the very same costume they’d seen him wearing on the night he went missing. I’d had a growth spurt since that night. Rage and self-hatred did wonders for a growing boy’s physique. Fueled by whiskey and a desperate urge to blame anyone other than myself for Jimmy’s death, I charged them. Outnumbered four-to-one, I took some shots, no doubt, but I routed them regardless, and I left one of them bleeding on the sidewalk, beaten nearly half-to-death. Then I returned to Jimmy, smiling, and hooked my pinky around his before we set off to celebrate Halloween. # I sat on my couch, eyes trained on the flickering candle on my coffee table. The power had been out for a month and I hadn’t seen any good reason to turn it back on; I’d only be cutting into my meager booze budget and, besides, the city was kicking me out in a few days. The house had been bought and paid for by some long-dead relative then passed down to my parents as an act of pity. When Dad finally kicked the bucket, he left the house to me, but I was never quite able to stay ahead of the property taxes. I wasn’t going to miss the place. It wasn’t exactly full of fond memories. At this time of night, I’d normally be blackout drunk, but tonight was Halloween and I didn’t want to miss Jimmy. My entire life might have amounted to a hill of shit, but I’ve promised to never let my little brother down again. I checked the time. Eight o’clock on the dot. I grabbed Jimmy’s Halloween bucket and headed out front. Jimmy never did tell me why Halloween was his favorite holiday. He’d been a gentle kid, small for his age, fair-skinned and wispy. You wouldn’t have known it to look at him, but he preferred the schlock and gore of October grindhouse horror movie marathons to kiddie fare more appropriate to his age. He never flinched at the scary parts, when the reanimated undead wreaked havoc or dream demons emerged to slash open teenage throats. I’d never attributed his love of Halloween to something so cliché as donning a mask to pretend to be someone else, though I wouldn’t have blamed him. No, I’d always suspected that Jimmy loved this time of year specifically because it was when the world went dim and happily embraced the horrific. Vampires and possessed dolls and werewolves made more sense than the more abstract horrors we faced at home. Or, shit, maybe the kid just really liked candy. I stepped outside and the riverwards were alive with grinning jack-o-lanterns, windows glowing orange and framed with fake spider webs, and scores of yuppie parents leading their kids door-to-door. I spotted him walking slowly toward the house. I swore, he got smaller every year. I waved to him. He didn’t wave back, but he did cock his head slightly, as if he was struggling to remember who I was. As always, he was wearing the filthy sheet, soaked in river water. I felt a passing wave of revulsion and guilt when I glimpsed the faded bloodstains where the fabric hugged Jimmy’s misshapen occipital. I smiled and offered him the bucket. Jimmy snatched it from my hand. Though there was only darkness within those crooked eye holes I’d cut into the sheet twenty-five years ago, somehow I knew that if he still had eyes, they’d have been gleaming. I reached down to his hand, hooked my pinky around his, and I took my little brother trick-or-treating, like I’d done every year since he first returned. This wasn’t our neighborhood anymore. Sure, the names of the streets were the same, but that was about it. The yuppie influx, with the ensuing rent increases and property tax hikes, had squashed out most of the old guard. The newbies didn’t care for the sturdy, century-old houses forged with brick and mortar. One by one, those stout homes were being flattened to make way for flimsier, but more stylish facades. Soon, our childhood home was going to suffer the same fate. Jimmy must have sensed that something was amiss because he tightened his pinky around mine. Though I haven’t heard his voice since that night by the river, his pinky squeeze said enough. It said, I’ve got you. That was our private show of reassurance that helped sustain us through our childhood. When Mom wept at the dinner table as we split a dried hunk of welfare cheese for dinner, I’d give Jimmy a squeeze. When Dad staggered home drunk and started laying into Mom, I’d join Jimmy on his small twin mattress. We’d squeeze pinkies, eyes shut tight, with pillows over our ears so we wouldn’t have to hear Dad’s fist knocking against Mom’s head. I’ve got you. Tonight, we stopped at every house that still had its lights on. Our new neighbors smiled awkwardly, genuinely troubled by the sight of the neighborhood drunk escorting a child in a raggedy ghost costume. I didn’t give a shit what they thought as long as they tossed a few bite-sized Snickers bars into Jimmy’s bucket. Soon, the streets began to empty and the trick-or-treaters went home. One by one, those grinning jack-o-lanterns went dark, those orange window lights dimmed, and it was just Jimmy and I wandering the lonely streets. We headed back toward the house. This was where we would normally part ways, with Jimmy heading back on his own. Tonight, though, I remained at his side. He cocked his head again, curious. I squeezed his pinky. # Though I loved Jimmy, he was still my little brother and, often, I treated him as such. Just because I hated the neighborhood bullies didn’t mean I didn’t glean some pointers from their abuse. Sometimes, I’d slap Jimmy around or steal his toys because he’d annoyed me somehow. Other times, I just wanted to feel stronger than someone else. The day of his death, Jimmy had put me in a particularly foul mood. Using the five-fingered discount, I’d gotten comic books from the drug store on York Street and I was looking forward to thumbing through them. Jimmy came rushing into our bedroom, crying because the rats had gotten to his hand-me-down Jason Voorhees costume. The critters had gnawed through the plastic hockey mask and left the (fake) blood-splattered overalls stinking like rat turds. I told him to take it up with Mom and Dad, but he said Mom was passed out and Dad was at the bar, as usual. My mood instantly turned black, not necessarily because of Jimmy, but because, once again, I’d have to pick up the slack for our parents. I cooked most of Jimmy’s meals. I scrubbed the stink off his clothes and got him ready for school every morning while Mom and Dad were off, drunk and doped. All I’d wanted was a night to myself, curled up in bed with some stolen comic books, but they couldn’t stay sober long enough to even give me that much. Somehow, I kept my temper in check. I got him to stop sobbing by yanking the sheet off his bed, cutting out those mismatched eye holes, and draping it over him. “There,” I said. “You’re a ghost now.” His green eyes were visible through the holes in the sheet. His cheeks perked up under the sheet and I could tell he was smiling. “Can you take me trick-or-treating?” he asked. No, I didn’t want to, but I also didn’t want him crying again and Mom would have beaten the shit out of me if I let Jimmy wander the neighborhood alone. So we set out into the streets, amongst a legion of Ninja Turtles and Ghostbusters and Barbie dolls brought to life. Though it was simple, he enjoyed his makeshift costume. I was just hoping to get through the night without bumping into our enemies. That was certainly naïve of me. It didn’t take long for them to zero in on us. There were four of them, all older boys. Even the smallest one towered over me. They were wearing clown masks, thin plastic smiling red-nosed clowns that filled my stomach with dread. None of the parents milling about with their kids noticed the brewing confrontation, not with the dozens of trick-or-treaters clogging the sidewalk. Jimmy clutched his candy bucket to his chest. One of the bullies reached for it, and that was when I snapped. I couldn’t help it. I might have been pissed off at him for dragging me out here, but this was Jimmy’s favorite night of the year. I couldn’t watch some assholes ruin it for him. I swung, hard. My fist connected with the bully’s face and I heard a loud crunch right before blood trickled down from behind the clown’s visage. I grabbed Jimmy by the wrist and we took off into the throngs of costumed kids. We rounded the next corner and disappeared into an alley. We hid there, holding our breath as the bullies sped past. There was no way they were going to let this go. Two of them would likely roam the neighborhood looking for us, while the other two would lay in wait near our house. “What are we going to do?” Jimmy asked, voice quivering in fear. Every night, right before I blackout, I think about how I should have just squeezed his pinky. But I didn’t. Instead, I blamed him. We wouldn’t have been in this trouble if he hadn’t been such a crybaby back home. That was why, of the dozens of places we could have gone to hide, I chose the river, because I knew he was terrified of the river. # Today, the Delaware riverfront was as gentrified as the rest of the neighborhood. A casino and towering condominiums loomed large and quaint pedestrian walkways were infested with pop-up beer gardens. In our youth, the riverfront had been an industrial graveyard, dominated by long-shuttered factories with stretches of wilderness between them. Stinking sumac trees swayed overhead and plump river rats darted through the bushes. This wasn’t the first time we had to hide back here. Jimmy always hated it. Although the neighborhood lay only a quarter-mile to the west, Jimmy thought the riverfront was too isolated. He feared that if our bullies ever caught us here, they could kill us and no one would ever know. My mood hadn’t improved when we finally reached one of the piers, big gray concrete blocks jutting out fifty feet into the sloshing water, supported by a number of wood pilings underneath. Jimmy remained a few feet behind me, still in his costume, nervously gripping his Halloween bucket. The tide was coming in and he jumped every time he felt a wave hit the pilings beneath us, as if the pier might collapse. But what scared Jimmy the most was the possibility of falling into the water, that those rough green-brown waves might trap him under the pier, where he’d come up for air and smash his face against unyielding concrete instead. “Can we just please try to go home?” he whined. “No,” I snapped back. “Not unless you want those assholes to knock your teeth out.” He lowered his head. “But I don’t like it back here.” Looking at my whimpering little brother, I lost all sense of empathy. After running scared from our bullies, I was eager to assert myself as an alpha. I yanked him toward the edge of the pier. “I’m so tired of you acting like a wimp,” I snarled. I shoved him closer to the edge, where the water sloshed violently ten feet below us. “There’s nothing to be afraid of back here.” “I just want to go home,” he cried, the eye holes in the sheet now rimmed with tears. “Stop being such a pussy!” I shouted then instinctively gave him a stiff right hook to the shoulder. What happened next occurred within seconds, yet in my memory, it seems to play out for an eternity. I’d hit him harder than I meant to. Jimmy dropped his candy bucket then staggered as his shoes got caught in the pool of fabric underfoot. I watched in muted disbelief as he flopped over the pier, arms waving, right before the back of his head cracked against the concrete edge. There was a splash ten feet beneath me and my brother was gone, leaving behind nothing more than a red patch on the concrete and white bubbles breaking the water’s surface. # Pinkies locked, we maneuvered through condominium parking lots and empty beer garden stalls until we reached that old pier. For a moment, my memories blended with the present and I saw myself, cold and shivering and soaked with river water, trudging back toward the neighborhood alone, clutching Jimmy’s candy bucket. I remembered how cold and dark the river was when I dove in, fighting the waves, trying in vain to find my brother before finally giving up. I never told anyone what happened. That night, when I got home, Mom was still passed out and Dad hadn’t come back from the bar yet. I hid my wet clothes then, later, told them that Jimmy had simply run away from me. I was terrified of what would happen if they knew the truth. There was a police search that amounted to nothing. Dad didn’t seem to care very much. Months later, Mom swallowed forty sleeping pills and never woke up. I took to stealing swigs of Dad’s half-empty liquor bottles to soothe my guilt, a habit that had served me ever since. But even that relief has proved fleeting. As Jimmy and I walked along the pier, I tightened my pinky around his, content to die sober. We stood at the edge of the pier. Though I couldn’t see his face, I could tell that he was no less afraid of the river now than he had been twenty-five years ago. Jimmy stepped off the pier and disappeared into the water below. I wondered, once this pier was inevitably torn asunder to make way for a condo or another casino, would Jimmy still resurface on Halloween? If he did, and he ventured into the neighborhood, would he even recognize that the shiny new studio apartments were standing on the grave of our old house? Either way, I was going to make sure that he didn’t go through it alone. I stepped off the pier, just like Jimmy had that night. I cracked the base of my skull against that concrete lip. A lightning flash of pain shot across the world and I crashed hard into the water, pushed at once by the tide under the pier. A wave slammed me against one of the pilings and I felt something snap in my back and, when I tried to scream, filthy river water filled my mouth. Yet, as I was thrashed about under the dock, my consciousness slowly fading, I felt Jimmy’s tiny pinky finger squeezing around my own. I’ve got you. # That happened almost one year ago, last Halloween. Though I wanted nothing more than to slip into a watery slumber with my little brother, he must have felt otherwise. I woke up, weeks later, in a hospital. They removed patches of my skull to relieve the pressure from the brain bleed, courtesy of cracking my head on that concrete lip. My ribs had been shattered to splinters from the paramedics’ vigorous chest compressions. They found me on the road, which meant Jimmy dragged me from the water, across the industrial wilderness, then out to the waiting blacktop. I asked the medics if there’d been a boy in a ratty ghost costume with me when they arrived. They said they hadn’t seen one. Anyway, I’m writing this on the computer at the public library right off Girard Avenue, but I better finish up. The librarian is a real asshole. Doesn’t like it when street bums like me stink up the joint. It’s almost Halloween once again. Jimmy might not want me down in the water with him, but I’m going back to join him, regardless. I’ve got his candy bucket, so we can hit the neighborhood one last time. I’ve also got a box cutter with the sharpest goddamn razors I could find. Once Jimmy slips back into the water, I’m going to open myself up – both wrists, then my carotid artery – and I’m jumping into that green-blue Delaware shitwater right along with him, because I’m Jimmy’s big brother, god damn it. I won’t let him swim alone.
Why Goons are the "Good Guys" of Eve - An essay by Asher
Quick note: This post took me a long time to write, many hours between conception, editing, and execution. If you would be so kind as to not downvote it strictly because you disagree with me, I’d appreciate it. If you think this is a low effort post, or doesn’t contribute to discussion, then please do. This started out as more of a bullet point list of reasons but as I rewrote it became more of a story of my experiences as they relate to Goons. I hope you all enjoy it more this way. One of the conceits of the war from the PAPI front is that “Goons are the bad guys of Eve”. I’ve found this narrative vexing, because over the last five years I think Goons have swung from comical Eve bad guys to the best of the large alliances in Eve. I’ll explain why I believe this is so. But first let’s address some things: One of the disadvantages of being around for so long is that we have to carry around all of the bad baggage from years past. There are a lot of “old twitter posts” some of which are pretty awful. Bad people, bad memes, and the like. Some of it is just stupid in retrospect, some of it deeply embarrassing. The positive news is that I think the alliance has become the leading example of what a large alliance should be in the game. Good to its members and a fun adversary to an outsider. Going back to 2015 Goons had gone through 1 “cultural revolution” which had defanged a lot of the casually terrible stuff that was common in Eve back then (ie: jewing was a common term for ratting/krabbing) but still had a lot of vestiges that wouldn’t be fully swept away until cultural revolution 2 (where we probably landed on the side of too heavy handed, but that’s a story for another day). However it was, in my opinion, peak “bad Goon” in terms of gameplay philosophy. Sion had just pushed the Viceroy plan - something I considered one of the most ill-conceived efforts to get content in quite a while. “Helldunks or blueballs” was the byword, and Reagalan snapping the phrase at some unremembered skirmish commander saying just that was the talk of the Eve subreddit. Spin was, in the most generous terms, pretty far-fetched. Line members were considered pretty dumb and the apparatchik were fairly devoted to passing down the party line. At the time I was an up-and-coming FC. I had already formed my Reavers SIG about a year before in Oct. 2014 and had won some heavily outnumbered fights against most expectations. I was getting a big push from alliance leadership and kept winning fights as I got sent out on mainfleets I was quickly got promoted into bigger roles to the point where I was running main fleets as the main FC. Laz was mostly AFK after winning B-R5 and trying to do the streamer thing, but still around for big fights. Not long after Vily left Goons. A few months later Endie, Elise and others would start aggressively lobbying me pretty hard to leave Goons and I started getting BIG CASH OFFERS on the table from other people as well. This was the start of the Casino War. At this point I think Mittens started sensing the sharks circling and promoted me to ‘skymarshal’. This is a mostly tongue in cheek position but one that meant you were in charge of the Goon military. At this point I had a lot of problems with the way some things were being handled in the alliance military, but I was fully committed to making change from inside rather than leaving my group behind (I had only been playing Eve seriously since 2013, but I’ve been a Goon since the early 2000s). One of my biggest problems was the “helldunks or blueballs” philosophy. I thought it was a great way to win one war but a terrible way to retain members. During much of 2015 I had the feeling that we were rotten to the core, that our strength was mostly fleeting. Although there were some specific moments that I felt could have stopped the Casino War before it started, (mostly by counteracting SMA’s mind boggingly bad decisions) I felt that theViceroy program and the disasterous lowsec campaign had already exposed a lot of our weakness to the whole galaxy. Despite the losses, the Casino War turned out to be a huge boon to Goonswarm and our allies that stuck with us. It got us out of Deklein into Delve which was (at the time) much better space. We would have never got rid of Deklein otherwise. It taught us a lot of lessons about sprawl and not fighting over-extended. It showed us the flaws in our organizational structure. But most importantly it opened minds to re-evaluating certain dearly held doctrinal beliefs. One that I wanted to challenge almost immediately was helldunks and blueballs. I felt that our guys being generally unchallenged lead to us having great numbers of fair weather friends who could be relied on for dunks but would split when the going got tough, both in Goons and throughout the other alliances in the CFC. In our exile to Saranen, we saw exactly that. My doctrinal belief was, and still is, that regularly placing your guys in tough positions results in better pilots and in people who are happier overall. We grow personally and as a group by overcoming challenges. A helldunk is a Pepsi Cola. A struggle overcome is a 14 year old scotch. After the Casino war we moved to Delve and were in pretty bad shape resource wise but you knew every person who stuck with you was true blue. I’ve never had more fun than my days in Saranen as the war wended its course to an end, and part of that reason was you knew that every person who was with you in Saranen would ride with you against all odds. I was determined to capture the ‘Saranen Spirit’ for people who were there and for those who would start playing or join us later. It took a while though. When we first arrived in Delve PGL followed us there with the goal of destroying us once and for all, but by this point there was no fat left. Every single person was battle hardened and the money and will to follow us had run out. We stopped his campaign pretty quickly. Change came slowly at first. We had a lot of wounds to lick, a lot of data to process and people were just tired. The first turning point against helldunks/blueballs came with our Hakonen deployment. We took a shot at Tribute with just carriers and dreads versus an enemy supercap force that clearly outnumbered us. It was a very fun deployment for us but we did eat a ton of negative publicity about how “bad” we were. I think it bothered Mittens a bit (maybe a lot) and I don’t think he had yet realized the value we gained out of it. After seeing GOTG’s impressive subcapital and supercapital contributions during the Hakonen deployment, we decided to deploy some of our combat SIGs to Pure Blind to begin harassing our enemies on that front, once again committing to an offensive in a deliberately handicapped fashion. For almost a year, we whittled down multiple alliances with relatively tiny subcapital fleets and the odd dreadbomb. All of this built up to a climax in 2017. X-47 was one of the most consequential fights in recent memory, and once again we put ourselves in a rough spot to get it. We started the titan fight with dead-even numbers against an enemy with Keepstar advantage and all that entails. Less remembered but even more significant was the oppressive tether doomsday bug/feature, which put our super fleet at a significant disadvantage. In the armor timer, we gave them the opening volley and it started off really poorly for us, but we ended up pulling out a victory. The hull timer was a much more lopsided victory in terms of Titan kills, , and the Keepstar death all but ended serious resistance in the war. Still, I remember the anxiety going into the fight, I don’t want to sound over-dramatic but I spent the whole night before prowling my house, unable to sleep. I had figured out the value of the Imperium supercapital fleet and it was in the millions of dollars if you converted it to plex. It’s a huge amount of pressure on the shoulders of the FC to know that if you mess up you could lose that for the people who put their trust in you. It’s also a very small group of people in video game history who can make a statement like that so it’s a fun and unique cadre to belong to and my respect to those of you who have shouldered that burden before. Throughout all of these campaigns, I think it became more and more clear that this new military philosophy was the superior one, and ditching the ‘helldunk’ strategy was the correct move. Over time I slowly pulled Mittens towards my view point on this - that there is something of more value than just numbers. Our doctrines started evolving too. This might sound comical, but for a long time Goons had avoided cap chains. It was thought that the Goon line member couldn’t handle it. Now when I see our fleet spreading ewar really effectively, and our very effective cap chaining logi, and multiple FCs all doing different tasks, I can’t help but smile. Hard work pays off. After X-47 we wrapped up that war and went home. We would come back in the not too distant future to finish the work we had started. We expected a stronger response in Tribute, but after an initial hard fight the regions were vacated and we glassed it. Unlike every other group in the game, we didn’t immediately find some renters or delegate an underling to occupy the space. We left it fallow and a really healthy ecosystem of small alliances has flourished. We didn’t know exactly what would happen in this space, but since we left Deklein we have very conspicuously and openly avoided taking space and sprawling out. And I was very satisfied to see what can happen when you leave some space open for anyone to use. After that last northern campaign, we went home again during the chaos era before we started our GEF campaigns the following year. Once again, we deployed against superior enemy numbers with capital superiority and fought outnumbered in two separate campaigns. At this point it felt like we had burnt away all vestiges of helldunks or blueballs. Coming into July I had this short convo with Mittens, and I think it illustrates how our relationship has grown and the trust that you can build even with people who initially had vastly opposing views on how things should be run: https://i.imgur.com/YyIE1bs.png I’d like to address a few more points that I think lie strongly in our favour: Supercaps – Goons have been opposed to them for as long as I can recall. All our CSMs have publicly come out in favour of them being nerfed, even though it’s long been to our strategic benefit for them to be strong. Over the last few years we’ve lost people in comparison relative to other alliances. Some people have aged out, some didn’t like the way we fought wars and went to climes that agreed with them more, but we’ve always had the most supers and we’ve constantly argued that they are unhealthy for the game. I have personally lobbied for them to be nerfed, in public and in focus groups with Devs, because it’s our belief that they are unhealthy for the game. Part of why we are being attacked is because our enemies believe that dreads can be used against titans much more effectively than in the past, and they can flex their numbers advantage in that area on us. If we end up losing because of this, we’ll have lobbied ourselves into that position. I think part of the gulf in perspective between us and our enemies, especially the TAPI FCs is that they just fundamentally view the game differently than we do. But at one point we were much closer. Vily left in 2015 in the middle of helldunk/blueball and copious spin and he’s brought the Goons culture of 2015 to Test. There’s a Test poster – who I won’t name because I’m pretty sure he gets off on being recognized – who has been making the argument that Test are more Goonie than Goons. And to him I say: I agree with you. Test have inherited the mantle of Goons and we became something else. Vily is Goons without the growth. PGL tried to destroy us in 2016 and thought we’d cave in like a rotten pumpkin because that’s what happened with his alliance. When we didn’t I believe he was shocked but he thinks it will be different this time. Well, I’m going to be the bearer of bad news for him because this group has been through much worse than we had in 2015. We have a lot of people who have been fighting consistently against people who had every advantage over them and they’ve come out the other end stronger. Will it be enough to beat 3x our numbers? Who knows, but I know these guys will be with me no matter what happens. I’ve been hearing the same story over and over in my fleets, I have pretty open comms (sorry Euros that I annoy with this policy) and people have been more reflective as of late. And I kept hearing the story from one guy after another about how they thought that Goons were the bad guys until they joined them. So tonight I asked my fleet to X up if they thought or had heard that Goons were the bad guys before they joined, this was the result: https://i.imgur.com/mJCEiS7.gif I’ve been pondering this, and wondering why people would join the bad guys. Every story varied but often people had tried other things and were unhappy and Goons were an unhappy choice initially but once they were in they saw how things actually worked and were happy with it. Some ended up by chance through a corp moving or just a friend invited them and that overcame their doubts. The point was that even though they heard we were the bad guys once they were here and got to experience our culture they saw it was different than what they had elsewhere. That’s partly why I think a lot of our guys are really passionate, they feel unfairly attacked. Now I’ve come a long way, but I want to address the 5 ton elephant in the room: The Mittani. I’m very aware that he said something stupid almost a decade ago. I addressed my thoughts in much more depth here. I don’t believe it was said with malice, but it still was an awful thing to say. However in my time interacting with him he’s always been a very passionate guy but I’ve never seen him suggest an untoward thing. He wants to win, he wants to use whatever legal way possible to do it and he’s a guy who’s shown a lot of growth personally. If he wanted to do something I thought was immoral I would hear about it and I wouldn’t support it, but I’ve never once been put in that position. I think a lot of you don’t understand that he’s a wrestling promoter. He can’t help but play a heel. He’s fantastic at it. And he’s fantastic for the game, lots of you guys on the other side want to win so you can wipe the smug smile off his face. This is awesome. More leaders should be like this, there are a few I really would like to do the same to (or have done in the past) and it’s great to have people that motivate you to fight them. The worst thing for this game would be a bunch of staid boring diplomats who didn’t inspire any vitriol. This game is about fighting after all. Another good thing about Goons and the Imperium is our diplomatic stance, although I don’t want a bunch of diplomats running the game I am very keen on keeping our words and Goons have done this more than any other group. Sister Bliss was talking with me about why Init has stuck with Goons and he said something about how every other group in the game had promised Init the world then screwed them when it was convenient and Goons were the only one who stuck to what they said and he values that. A few quick more bullet points:
Goons do not like renting. Of all the big alliances we’ve had the smallest rental program, we only reluctantly got into it when OTEC was broken and had to secure some income. We closed our rental program, but we kept out word and grandfathered our old renters so that they could stay and not lose what they’d agreed to. I think renting is a net bad thing for the game, actually very bad so I’m proud of this one. Culturally Goons have always opposed rental programs.
We forced the game into taking on all players regardless of skill point level. Groups like Brave, Horde, etc followed in our footsteps on this one. I firmly believe that getting players into groups that have the bandwidth to teach them the game with proven programs that know how to retain people is the best way to do it, rather than just hoping they join random highsec corp #1850 and hoping they aren’t run by toxic incompetent people.
Goons don’t sprawl. We’ve held 4 regions but 2 of those were more out of necessity than any desire to hold them. In one region we did the Querious Fight Club which has launched over 20 corps into nullsec alliances around the game or independently. Right now Pandafam covers 12 or 13 regions and is renting out many of them to aggressively botted alliances. If you look at the MER Frat is making more money than any other nullsec group and it’s not even close. Because of how densely packed we are our space is terrible for botting, probably the worst space in the game for it, which is another tick for us.
This is a personal one but Goon doctrines are more interesting. Screw Munnins, down with boring arty doctrines. I’m really happy we’ve been iconoclastic in our doctrinal decisions and have seen success with those choices.
So, that about wraps up my voluminous tome. What should you do with this information? Well, I hope no matter what side you were on you found it an interesting read. I’m not trying to convince anyone to not fight us. Jay and I were talking right as the war was starting about how we were in the perfect spot, no one expects us to win so if we do it’s more credit to us but if we lose it’s to be expected. If we end up back in an NPC station then I get to just replay my favorite time in Eve ever. But I hope I have shown you a little bit about why I believe Goons are one of the best alliances in the game right now, thanks for reading.
The Vow of Silver Dawn Chapter 2 - English Translation
Finally had a chance to get around to the second chapter of the Chinese-exclusive High Republic novel The Vow of Silver Dawn! Since the book has ballooned to over 30 chapters now, finishing it will be a long time coming. I appreciate everyone's interest in this project and your patience during the wait. Significant portions of this translation are derived from the work of u/Art3mis4266 and u/woodledoodledoodle through our shared Google Doc of the first 10 chapters. They have done a fantastic job, and I recommend reading u/woodledoodledoodle's own individual translation of the novel as well (he's both an excellent writer and likely to be more reliable than I am at consistently posting). Consider our projects complementary takes on the same source material. Chapter 1: https://www.reddit.com/starwarscanon/comments/kg2r8v/the_vow_of_silver_dawn_chapter_1_english/ Chapter 2 Simple Solution Were it not for the tone of absolute sincerity in the boy’s voice, without even a trace of sarcasm, the Quarren would have smacked the desk with his suction-tipped hands. “You’ve met the Mythrol, then?” Mostema asked the hologram. “I have.” The Quarren couldn’t help but ask, “The Mythrol? The same Mythrol who calls himself the pastry chef of the mansion, but constantly hangs around at bars and casinos in the Lower City?” Sean laughed, “Yup, thanks to your investigative report, which made the workload much easier, I was able to pinpoint the target directly.” “That Mythrol is very cunning, and very dangerous. You must be cautious around him!” An expression of wry agreement crossed Sean’s face in response to the Quarren’s words. “Yes, very cunning indeed. It took all of two hours to find and get some answers out of him.” The Quarren wanted to say that even his best agents couldn’t get close to the Mythrol with two weeks of work, but the words died in his throat. But then, of course, the young lad was also a Jedi; all it would have taken was a mind trick, and the Mythrol would have spilled everything… However, Mostema asked, “No using the Force?” “Of course not, Master. I kept your teachings in mind.” A puzzled look came over the Quarren, as if to say Wait, what in the galaxy are you two going on about? Why wouldn’t you use the Force? Spotting the Quarren’s confusion, Mostema explained, “Sean isn’t particularly gifted in the Force. His sensitivity is below average when compared to other Padawans his age. So while he needs to work harder to strengthen his connection, he also should not form the habit of being overly dependent upon it. The Force is more than just a tool for the Jedi to wield.” Sean seemed ashamed of himself as he said, “The three pillars of being a Jedi: the Force, knowledge, and self-discipline. I’ve been lacking in the first since birth, so if I tried to rely on it to do whatever I want, I’d just be even more of a disgrace...” Okay, the Quarren thought, whatever you guys say, but without the Force, how did the Padawan make the chef talk? As if reading his mind, Sean said, “I went around to all of his favorite bars and casinos until I found him, got him drunk, and won all of his possessions by gambling. It was easy to get him to tell me everything after that.” The Quarren looked down to his own report, at the section about the Mythrol. It noted that he was “An experienced career criminal, a highly-practiced gambler, and a heavy drinker.” But, as a Republic agent, the Quarren quickly regained his composure and asked “He gave you the location of the manor?” “He told me how to make a Seven-Layered Kashyyykian Cake. I’m confident I could make one better than he does, now!” replied Sean. The Quarren frowned. What has a dessert recipe got to do with all this?! “He only worked his way into the manor with the secret recipes of his desserts. Now that I can bake them even better than he can, I can replace the Mythrol as the pastry chef in the manor at Green Dawn Hill…” Sean explained. The Quarren couldn’t help but interrupt: “Wait a moment, the president’s mansion is at Green Dawn Hill?!” “Yup, on the northeastern side. Hard to miss.” “Did the Mythrol tell you?” “I just followed him there.” “...‘Followed’ him there?!” the Quarren asked incredulously, while looking at the report files on the datapad in his hand, which, in meticulous bloody detail, described the countless elite agents who had attempted to tail the manor’s staff, and had suffered brutal deaths. “I spent a couple of days tracking the Mythrol’s whereabouts before I formally made contact with him, and found that he took a different route to the mansion every time, before suddenly disappearing. If I had tracked him any further beyond that each time, he might have noticed me.” The Quarren nodded his head; finally something that matched his kriffing report! “But these seemingly hidden pathways revealed the truth, because careful observation showed that no matter where he disappeared, the locations were always near sewers or similar underground facilities. It wasn’t hard to deduce from there that the manor has special entry routes leading directly to it via the sewage system.” Come on lad, did you really have to add “Wasn’t hard to deduce!” and rub salt in the wound? “It’s actually not an uncommon method; the ‘New Agent Handbook’ published on Corellia documented 27 similar cases in which other hidden mansions utilized similar methods to move personnel. I found the local construction company responsible for building the sewer, retrieved and analyzed all of the architectural drawings from their database, determined the structure of all the hidden passageways, and traced them to the location of the manor. All in all, these Outer Rim despots are pretty simple thinkers.” The Quarren silently deleted all the research files stored on his datapad, swearing to himself to never mention his past few years’ work to another living soul. Sean was still enthusiastically going on, “Also, according to my investigation, in five days the president will be entertaining a number of mob bosses over at the manor. I think that’d be a great opportunity to make a move!” Mostema knocked a fist on the desk, and said: “In five days? This could be our chance.” The Quarren was shaken, “Master, are you planning to execute Jamie’s entire criminal syndicate?” Both of the Jedi simultaneously gave him a bewildered look. His voice serious, Sean elaborated, “How could we? Jedi don’t seek to start fights, and I can’t even imagine assassinating a legitimate head of state. The reason we’ve worked so hard to gather clues and evidence is so that Jamie can receive a fair trial according to the law, to show the public his criminal activities, and to encourage the ideals of peace and justice to root deeply in the hearts of Bergamore’s people. Using violence to end violence will only give birth to another dictator who violates law and discipline.” The Quarren felt ashamed. Understanding the spirit behind the rule of law had not yet taken root deeply in his own heart, either. He quickly gave voice to another question, however. “If not an execution, then what kind of opportunity does this banquet in five days present? Why do we need to wait until then to sneak in? Couldn’t we simply get in, get the evidence, and get out?” “A man this careful wouldn’t leave behind anything concrete lying around, even in his own mansion,” Sean replied. The Quarren couldn’t help but continue his questioning, “Even the existence of the mansion itself constitutes a crime! With his President’s salary, he wouldn’t have been able to acquire such an estate in a thousand years, not to mention that he always claimed back on Coruscant to never spend more than five thousand credits a year! What’s more, rumors abound of his manor’s extravagance, of it being filled with all kinds of rare treasures…” “He could easily say that the manor is owned by someone else, and that he is only living there temporarily. Actually, according to my research, the owner of the manor is a shareholder of the Bergamore Heavy Industries Corp, not the President himself.” It’s only been a few days – has he checked out everyone in the manor by now? The Quarren kept up his line of questioning. “But he’s lived in the mansion for so long, there has to be some evidence of crime, no? Skeletons in the closet, so to say…” “There is the possibility, but I believe a criminal this conniving would never let down his vigilance, even in his own home. For example, he might use code words while issuing illegal orders, which couldn’t be used as direct evidence even if the orders were recorded.” The Quarren finally grew quiet. “Also, according to some witnesses from the manor, I have reason to believe that a sufficiently cautious crime lord will carefully manage the risk involved in all the positions of his organization, so that no one person has full knowledge of the extent of illegal activity taking place, or even that he or she is complicit in a crime. This further adds to the difficulty of collecting strong evidence. At the same time, multiple layers of task management and one-way communication makes it harder to trace back to the President himself, even if we were able to penetrate a certain line of contact.” Hearing all this, the Quarren almost felt faint. “Jamie Brasen is hardly a lunatic! Who would set up such elaborate safeguards in their own mansion? Is he not afraid he’ll die from overwork?” “Jamie Brasen is a very dangerous tyrant, and they all tend to be more than a little paranoid, sometimes downright mad, which makes it safe to assume we can’t predict his actions using conventional logic. Nor can we afford to underestimate him; after all, he had elite intelligence agents of the Republic running in circles for years,” Sean pointed out. The Quarren’s eyes filled with sadness. “You make it sound as though it’s impossible to get to him! If the risk is as high as you describe, then how do you even plan to carry out the mission at all?” “Our way in is through the banquet, five days from now,” Sean replied. “He can train his underlings in the mansion to communicate using code, but with other gang leaders they will most likely have to speak in Basic or some other common language-” Mostema interrupted before Sean could finish speaking. “We can’t rule out the possibility that they make use of some form of specialized comlinks, encrypting and decrypting transmissions on the fly, and self-destructing afterward to avoid leaving evidence behind.” “Yes, Master, I had considered this as well. Which is why I will be there personally five days from now, while Jamie Brasen is stressing over his inability to rely on his codes.” Mostema nodded, “Very well, I leave it up to you.” “It’s not ‘very well’ at all!” the Quarren interjected. “Master Jedi, you mean to have Sean infiltrate the estate? It’s too risky!” Mostema replied sternly, “I know. Having a Jedi Knight perform this sort of infiltration, with the target still being a legitimate political leader, will naturally cast doubt on the outcome of the investigation. Further, it will prove especially controversial if we use the Force to coerce the thoughts of anyone involved in the investigation. Such actions would easily come under attack following scrutiny by a team of skilled lawyers. The risks in this matter still bear consideration, and you are right to remind of us them. So Sean, you must be mindful that you are not to use the Force during this operation.” “I understand, Master.” The Quarren cried out dejectedly, “I’m sorry, Master Jedi, but I don’t understand! Are we really having a conversation in Basic right now? Why do I feel like you two, master and apprentice, are always speaking a language of your own! Have you understood anything I’ve said? Jamie Brasen’s manor is an ice tiger’s den that has been kept strictly secret for so many years. The tyrannical maniac has been operating out of it for decades; who knows how heavily that place is rigged with traps, and you’re letting a 17 year-old Padawan infiltrate it, Master, without using the Force, on the day when every underworld kingpin on-planet will be there having a banquet?!” Mostema looked to the Quarren again. “So, do you have any suggestions for Sean?” Sean looked at the alien expectantly. The Quarren’s facial tentacles spread so wide in shock, he thought they might split apart. Don’t look at me like that! He thought. I really don’t understand the world of you Jedi. Priming the explosive and then asking me for advice on how to defuse it? Yes, I’ve got advice for you: go take a long walk out a short airlock! You Jedi even treat the Force like some kind of basic appliance you can unplug, and you’ve willfully blocked yourself off from it! What more was there to say? “Be careful, and stay safe,” the Quarren said dryly. Sean thanked him in earnest. “Understood! The more complex and difficult a mission is, the more one needs to focus on the fundamentals. It’s no wonder you’re an elite agent of the Republic; with so few words, you manage to say so much.” The Quarren barely managed to muster a “Yeah, sure.” “Do you have a preliminary plan for the operation, five days from now?” Mostema asked Sean. “Yes.” Sean replied, “Though I may need to improvise some of the specifics, using the resources at hand I’ve developed a rough framework. I’ll share it with you, so I’m hoping you could lend me some constructive criticism.” Following this, Sean brought up his bracelet communicator and pressed a number of keys in short succession. A stream of data began to quickly transmit as an indicator light blinked continuously. The transmission continued for quite some time. The Quarren couldn’t help but tap his screen, thinking his datapad had malfunctioned. “Has the transmission been interrupted? My end shows that the file has not been received yet.” “Rest assured, operation plan files are usually fairly large, so the transmission may take some time,” Mostema answered. The Quarren was dumbfounded. Quite large? This comm channel could transmit a full galactic encyclopedia in less than ten seconds, and five minutes had already passed. Were these two sharing a hologram of Coruscant’s global blueprint, with over five thousand levels filled with some one trillion inhabitants? As the Quarren was starting to get impatient, a green confirmation light lit up on his datapad, indicating that the transmission had completed. Fingers beginning to tremble, the Quarren opened the file. Wave upon wave of files came into view, video clips scattered about like stars in the sky, all connected together with an array of complex lines of many varying colors, forming a visually dazzling and complicated network. Inwardly, the Quarren wanted to say “You actually did send Coruscant’s global blueprint, huh? A ‘rough framework?’ Your definition of ‘rough’ is an insult to Galactic Basic as understood anywhere in the Republic!” But he bit his tongue. Of course, Mostema pondered for a moment before saying to Sean, “It is rather simple, but it’s acceptable at this stage to get its point across. I will help you tidy up the prose, so let us proceed with what you have.” “Gladly!” Mostema then looked towards the Quarren. “Mr. Squak, do you have anything more to add?” The Quarren could only give a dry, sad chuckle.
Good Tuesday from Idaho, folks! Welcome to the first-ever JimmyEatWorld Artwork Survivor! I am knee deep in this survivor already (4 Hours to make this post lol), so I am SO excited to see how the hell it goes. This thing is basically gonna be a mega-survivor with several polls to vote on at once, or else it would stretch out over several months. This survivor will work the same as the others, except for that we are only voting for the Images and not the songs tied to them. Vote for yourLEASTfavorite piece of artwork from the band! You can find the link to ALL of the images and categories I have compiled right here. There will be several categories here, with their own survivor polls so that we aren't immediately voting off the more unknown images in comparison to the albums and whatnot. Several things such as Let It Happen (Great Tame Impala song btw) and You With Me didn't have images despite being promo singles, so if something is missing here, let me know and they'll get a free bump to round two. Vote Here:
- = - = - = - = - = - Images In: - Core Discography: 98 S/T Ep Bleed American Album Chase This Light Clarity Damage Futures Integrity Blues Invented Self Titled Album SOMST Static Prevails Static Prevails - Alt Cover Surviving - Singles: 12.23.95 Acoustic A Praise Chorus Always Be All The Way (Stay) Beautiful Day (Best Song) Big Casino Bleed American Bleed American - Alt Cover Blister Coffee and Cigarettes Damage Get Right Half Heart Integrity Blues (Acoustic) Love Never Lucky Denver Mint My Best Theory Pain Sure and Certain Sweetness Sweetness - Alt Cover The Middle I Will Steal You Back (The Steak) Work You Are Free - Misc Blueprint Split C.F.D Split Last Christmas Clarity Live/2009 CTL Live/2008 Emery Split Firestarter EP Good To Go EP iTunes Fest 2013 iTunes Fest 2011 (London) iTunes Session Jebediah Split Jejune Split Mineral/Sense Field Split One Two Three Four EP Singles (Comp Album) Taking Back Sunday Split Images Out: - Core Disc None, yet. - Singles None yet! - Misc None YEET
- = - = - = - = - = - Images In: - Core Discography: 98 S/T Ep Bleed American Album Chase This Light Clarity Futures Integrity Blues Invented Self Titled Album SOMST Static Prevails Static Prevails - Alt Cover Surviving - Singles: 12.23.95 Acoustic A Praise Chorus Always Be All The Way (Stay) Beautiful Day (Best Song) Big Casino Bleed American Bleed American - Alt Cover Blister Coffee and Cigarettes Damage Get Right Half Heart Integrity Blues (Acoustic) My Best Theory Pain Sure and Certain Sweetness Sweetness - Alt Cover The Middle I Will Steal You Back (The Steak) Work You Are Free - Misc Blueprint Split Last Christmas Clarity Live/2009 CTL Live/2008 Emery Split Firestarter EP Good To Go EP iTunes Fest 2013 iTunes Fest 2011 (London) iTunes Session Jejune Split Mineral/Sense Field Split One Two Three Four EP Singles (Comp Album) Taking Back Sunday Split =-=-=-=-=-=-=-=-=-=-=-= Images Out: - Core Disc Round 1 - Damage (29.1% or 16/55) - Singles Round 1 - Lucky Denver Mint (31.4% or 11/35) Round 2 - Love Never (22.7% or 5/22(23?)) - Misc Round 1 - Jebediah Split (31.3% or 10/32) Round 2 - CFD Split (45.5% or 10/22)
Favbet casino - Split Najmodernije opremljen casino u Hrvatskoj! Očekuje Vas 107 automata za igre na sreću, živa igra, rulet, sportski bar.... Favbet casino je novootvoreni casino u Splitu, koji je opremljen s vrhunskom i najmodernijom opremom, kako bi Vam utažio žeđ za dobrim provodom i zabavom. Menurut informasi terupdate permainan Casino Slot Online menampilkan sejumlah komponen yang mendebarkan dan hadiah kejutan, mereka juga datang dengan sejumlah keuntungan ketika dimainkan online. Manfaat Bermain Slots Online. Siapa yang dapat menyangkal kenyamanan mengakses judul slot favorit dari mana saja dan kapan saja? Dengan permainan slot Обработка платежей - BINTPASH LTD. – HE 359736 - Themistokli Dervi, 6, Flat/Office D4, 1066 Nicosia, Cyprus Favorit.com.ua принадлежит и управляется Favorit United N.V. – Abraham Mendez Chumaceiro Blvd.50, Willemstad, Curacao. Mr Favorit is an online casino that welcomed its first customers in early 2019. From the look of it, it is a promising online casino and despite being in its infancy, it offers players a safe online gambling environment and a decent game library. At Mr Favorit Casino, you’ll have access to several hundred casino games by many of the industry’s leading providers, such as NetEnt, Pariplay, iSoftBet, Play’n Go, IGT and lots more. The games are split up into the following main categories: Video Slots, Classic, Casino Games and Live Casino. Najpoznatije casino igre te čekaju na Admiral Online casinu. Registriraj se uz najveći bonus dobrodošlice i iskoristi najbolje promocije. Spintropolis Casino,Casino Superlines,Nordicasino (1) Spinzaar Casino (1) Spinzilla Casino (23) SpinzWin Casino (13) Split Aces Casino (291) SportsandCasino.com (85) Springbok Casino (1,047) Spy Bingo (2) Stake7 Casino (6) Stakes Casino (85) Star Casino (28) StarVegas Casino (33) Stay Lucky Casino (2) Stelario Casino (1) StickyWilds Casino (1 Casino Cashier Favorit Sportska Kladionica, FavBet Casino Jun 2019 - Present 1 year 7 months. Casino Cashier Merit International Casinos Sep 2016 - Apr 2018 1 year 8 months. Split Casino Cashier Globus Exclusive Mar 2015 - Feb 2016 1 year Best Casino to Play Split Card. Emerald Island is the best casino for Split Card. That is because the pay tables there are full pay or close to it on the low denominations of the game. The other casinos require the quarter denomination to receive games that approach 99%. Emerald Island is located in downtown Henderson. Favbet casino je novootvoreni casino u Splitu, koji je opremljen s vrhunskom i najmodernijom opremom, kako bi Vam utažio žeđ za dobrim provodom i zabavom. Sportski bar, automati za igre na sreću, živa igra i odlična atmosfera Vas očekuju u sklopu Koteks centra u već spomenutom najmodernijem casinu u regiji i šire!
Top 25 Best PS4 Games of All Time [2019 update ... - YouTube
In the House, In a Heartbeat, part of the 28 Days Later Soundtrack.For anyone that is interested, the version that also appeared in 28 Weeks Later is on my C... Stream & Download:https://emdc.yt/99 Social Media:https://emdc.yt/imperiahttps://emdc.yt/jalabrathttps://emdc.yt/bubacorelliMusic & text: Jala BratArrange... The Biggest Fans of the Marvel Universe!Created & Animated by Danny LescoDanny's Twitter : www.twitter.com/dannylescoMusic : www.incompetech.com - Kevin MacL... Listen to "Mišići" on all streaming platforms:https://distrokid.com/hyperfollow/senidah/miiiMUSIC:Produced by Atlas ErotikaWritten by Senidah, Benjamin Krnet... In This Episode, Ojo Visited His Grandma's Home To Spend His Holiday. Things Usually Go Well For Him Because He Is Grandma's Favorite, But This time, Things ... LIKE this video if your siblings are as weird as mine HAHAHI'm replying to comments! AND, If you're new here, don't forget to subscribe for weekly videos! We... MLB: Caught CheatingAll footage belongs to the MLB/ MLB Advanced MediaI do not own ANY footage Markiplier, NateWantsToBattle and the rest of our cast take to the mic and bring their villains to life for CUPHEAD THE MUSICAL! (Full Musical https://www.... Register now at whatoplay.com: https://bit.ly/2yZFomFhttps://whatoplay.com/ps4/best/ - Complete list of the highest-rated PlayStation 4 games ever released.O... We go inside Jeffy's Brain to see what makes him the way he is!Warning: Strong Language!