Chủ Nhật, 29 tháng 1, 2017

Waching daily Jan 29 2017

Finally tonight a rare piece of good news to come out of the banking world.

The largest bank in the United States JP Morgan Chase, has agreed to pay $55 million dollars

to settle a justice department lawsuit related to the bank's discriminatory practice against

minority homeowners during the great recession.

According to the compliant, from 2006 to 2009 the bank allowed it's affiliate mortgage brokers

to charger higher rates for American American and Hispanic homeowners than their white counterparts.

It's estimated that at least 53,000 borrowers were victims of just another one of Wall Street's

illegal, ugly hustles.

Unfortunately, once again no backers are going to jail for this, even though it was criminal

conduct and the fine is just a tiny, tiny drop in the bucket for an institution to make

$24 billion dollars last year.

But little by little, the American public is learning how badly the deck is stacked

against consumers in the world of Wall Street banking.

For more infomation >> JP Morgan Chase Pays $55 Million In Massive Discrimination Lawsuit - Duration: 1:01.

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Top 3 Premium Dash Cameras for 2017 - Duration: 12:09.

Hey it's Andrew with Car Cam Central

We review dash cameras and we're back

with our top three premium recommendations for 2017

Full disclosure we borrowed the Street Guardian camera

and the other two were provided as review samples

Our recommendations are based off

the extensive research and tests we've done

If you haven't seen our top $100 budget camera picks

watch that video first

It'll give you context for what a

$200 camera improves on and if that matters for you

So, let's get started

[Intro Music]

The main reason for getting a premium camera

is that you get both reliability and performance

not just one or the other as with our budget picks

This, is especially important

if you live in hot environments

That's why my #1 pick for any driver

is the $250 Vicovation OPIA2

as it has the best combination of heat resistance,

performance and functionality

in a single lens dash camera

The OPIA2 is the only premium camera

with a capacitor that can rotate 360°

This, is to capture anything like accidents,

road rage or the faces of drivers

on the side of your vehicle

I've linked a few videos captured by drivers

in the description that shows why this matters

Most premium cameras that rotate

like this Garmin 20

have lithium ion batteries

we think at premium prices

your camera should have a capacitor

so you get a product that lasts

Speaking of lasting longer

the OPIA2 has one of the highest

operating temperature limits at 65°C/167°F

This means Vicovation has confidence

it'll work in much hotter conditions

compared to the typical 60°C in most budget cameras

This requires better components and manufacturing

We tested the OPIA2 in our hacked thermal chamber

at 75C for an hour

It was fully functional

and there was no shift in focus

which happens in cheaper cameras

We don't suggest you run your camera

anywhere close to these temperatures

as it reduces the lifespan

From our research good premium cameras

last longer compared to budget cameras

While companies like Viofo are no slouch

good brands like Vicovation can invest more time

and resources into quality control

and assembly

to deliver cameras that

on average

have a longer lifespan

The OPIA2 is more noticeable

compared to wedge cameras

but is still fairly stealthy due to its black color

It's shape is obscured

when using the quick release bracket

which allows the installation

of a 52mm circular polarizer

This reduces glare from your windshield

and is as cheap as $10 for the AmazonBasics model

You also get a suction and 3M tape mount

This is especially helpful for professional drivers

You can use the tape mount in your main vehicle

and the suction mount to move it around

There is an optional GPS dongle

but is expensive at $30-$40

plus

it's another object to install and cabling to hide

Most drivers can skip this accessory

Looking at video quality

so far I haven't found a camera that is better

As a good comparison the OPIA2 improves

on the Viofo A119 which is our top value pick

and has amazing video quality

Both share the same 1440P video resolution

But

the OPIA2 has improved dynamic range

which means better clarity under heavy backlighting

so you can see into the shadows

It also has faster exposure corrections

which means the video won't suddenly white out

like other cameras

At night the level of detail is the best I've seen

That's the result of good engineering

and it's mounted further from your windshield

which reduces glare

Still

I don't want to mislead anyone

At night you can't capture license plates

of rapidly moving vehicles

No camera can do that right now

the technology isn't available yet

It is a good choice for parked recording

as it automatically turns on motion detection

or time lapse if you haven't moved for 5 minutes

Unfortunately, it lacks buffered recording

which saves a few seconds of video

before motion was detected

but from my tests

the algorithm was fairly reliable

in picking up pedestrians and closeby vehicles

When I first reviewed this camera

my only major problem was with error notifications

but that has been fixed with a firmware update

Now

you'll be notified with both an audio

and on screen alert which is fantastic

I want to be clear with the differences over the A119

so you can decide if it's worth the cost

Here's a summary screen that you can pause

and shows the main reasons why the OPIA2

is my #1 overall pick for single lens cameras

I hope you can make a more informed decision

if you're wondering if you should upgrade

My second choice is the

$200 Street Guardian SG9665GC

This is your pick if you *need* a stealthier camera

or find value with its proven reliability

and amazing support from the manufacturer

The Street Guardian looks and works similarly

to the $50 A118

but the hardware is much better

for improved performance and heat resistance

On the front it uses a f/2.0 glass lens

and on the inside

has an upgraded processor, sensor and PCB board

Street Guardian has added many useful accessories

I haven't found elsewhere which include

vibration reducing foam pads

and a card reader for your PC and Android phone

The camera was released in early 2015

and has been continually upgraded

We're holding the second version

with the third revision now released

which has electronic and lens upgrades,

better video quality,

and a free circular polarizer

which is a nice $15 value

Looking at the video quality, it's good

but no longer as great as before

The SG9665GC uses an older sensor and processor

At night the camera has good sharpness

and dynamic range,

it performs well under low light

which is what this camera is known for

The temperature limit at 70°C is lower than the OPIA2

but the SG9665GC is a year older

and has a longer history of proven reliability

under very hot weather

So far

few problems have popped up

There are two other drawbacks compared to the OPIA2

First, there's no automatic parking mode,

you have to manually turn motion detection on

and off

Number two and more critically,

it has the same problems with error notifications

as the A118 cameras

If you don't watch the LCD screen you may miss

that your camera has stopped working

I spoke with the ceo and I'm hoping it'll get fixed

I've watched Street Guardian

prove their claims of making and supporting

their products and customers over many years

The SG9665GC is our first choice

if you want a camera

with proven reliability and great support

from an excellent company

Otherwise

as much as I like the Street Guardian

you should get the OPIA2

as I think it's the better camera

Moving on to premium 1-channel WiFi cameras

we don't have a recommendation

Most of the cameras we found had a 2-channel version

which adds a rear camera

that we felt was the better value

This is a separate camera that attaches to the main unit

and provides a view out the rear windshield

This can be useful after an accident

to show how the other driver's actions like tailgating

or road rage affected your control of the vehicle

We didn't think the other WiFi 1-channel models

was worth the added cost or the reduced video quality

and heat resistance compared to the OPIA2

Still, we'll list options in the description

if that's what you're looking for

Speaking of 2-channel systems our recommendation

is the $400 Thinkware F770 for parked recording

This replaces our older suggestion

the Blackvue DR650GW-2CH

Let's start with design

the F770 is one of the more discreet cameras

compared to other dual channel cameras

While it has a larger footprint

it looks a lot like a toll transponder

so it hides itself well

You might have noticed it has no LCD screen

so you'll need an iOS or Android phone

in order to fully change all of its settings

It also allows you to transfer and view saved videos

I think both apps are good overall

you should find it easy to use

Like all dual channel cameras

the F770 requires a cable in order to connect

with the rear camera

The installation was fairly easy

it just takes some time to hide the cable

for a clean appearance

If you want to use its parking features

you'll need Thinkware's hardwiring cable

to connect the camera to your car's battery

We found the F770

uses less energy compared to most cameras

by measuring the amperage and current

using two multimeters and a 12V car battery

Against the DR650

the F770 uses 23% less energy

This means the Thinkware will have

longer recording times before draining your battery

As well

there's other useful parking features

The F770 raises the recorded brightness at night

as parking locations are often dark

and halves the bitrate for increased recording time

This doesn't lower the video quality much

in urban locations

It also gives you a vocal summary

of any detected shocks or impacts

after you turn on your vehicle

so you can check for damage

[F770] During parking mode event detection recording, [F770] 4 occurred

When you combine the discreteness, efficiency

and other parking features

the F770 is my choice

for a great dual channel parking camera

However, if you only want to record your drive

the value may not be as good

The main reason is the lower video quality

While the F770 is better

than other dual channel cameras

like the Blackvue DR650GW

it pales in comparison to single channel cameras

like the Viofo A119

If we compare the front camera of the F770

against the Blackvue DR650

we find both cameras are roughly equal

with the Thinkware improving on the dynamic range

The rear facing camera is a different story

The F770 is way sharper and clearer

compared to the Blackvue

You can capture faces and license plates much easier

which can be helpful for any hit and run incidents

Still, even with these improvements,

good single channel cameras like the A119

will be much sharper and clearer under all conditions

Dual channel systems require more processing power

and right now there's no cost effective tech

for manufacturers so video quality

will end up suffering

It's especially bad from the cameras

I've seen under $250 American

Therefore some users who want the best video quality

felt using two separate cameras

would be the better value

and

I can agree

The only challenge is to power the rear camera

which requires you to buy accessories

like a 25' cable extension, 12V socket splitter

and a USB charger

We'll release a guide on that in the future

Still there are some advantages to the using F770

over two separate cameras

that may tip the scales in its favor

First off is the easier installation and maintenance

Everything is included in the box

and there's only one unit to maintain

You also get dual save technology

When the F770's G-sensor is triggered

say from an accident

it makes makes a simultaneous backup of the video file

on a separate, internal memory chip

so you have two copies of anything important

There are no budget cameras which have this feature

You also get WiFi as well as

increased reliability over many budget cameras

There's no best solution

so I hopefully have provided you with the information

to make an informed decision on what you think

is worth the money and effort

In the future we'll be releasing more guides

on parking mode and dual channel systems

Make sure to subscribe if you're interested

We also have links to updates, full reviews

and affiliate links to authorized retailers

for the cameras we mentioned

And with that, that's the end of this guide

Give it a thumbs up if you liked it and if you don't,

you know what to do

Until next time

Thanks for watching

For more infomation >> Top 3 Premium Dash Cameras for 2017 - Duration: 12:09.

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Подборка лучших вайнов | М&Ж вайны #038 - Duration: 12:05.

For more infomation >> Подборка лучших вайнов | М&Ж вайны #038 - Duration: 12:05.

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UNITI UPDATE | Episode 5 - New Year, New Place - Duration: 7:08.

Hello and welcome back to Uniti Update.

It's 2017 and we got some new great things going on.

You are actually watching the last episode thats gonna be recorded in this room.

And this is because as Uniti grows, we need new large spaces for CNCs and a composite

workshop and new offices.

So we've spent the last couple of weeks looking for a place to move.

We've been to Malmö and Lund and different industrial areas.

We ended up finding the perfect spot just around the corner!

Now we just need to move the last few things out of this studio so we can show you the

whole process on moving in and moving out.

And a couple of things thats been going on.

So...

Lets move!

What's up?

Packing!

Good work guys!

Hello Paparazi!

Hello everyone!

Welcome to our new headquarters!

It's January so pretty cold so let's go inside.

So this is our big new space.

It's gonna be divided up into one part of it for electronics and assembly.

And the other part for a composites.

So we need a composite studio because we are working more with composites.

So that's only part of the space and the other half is that way!

Okay so on this side of the floor we're gonna have CNC machines and all kinds of heavy machinery.

And sorry for the mess, we just kinda moved in here and everything is stored here.

So lets go to the upper floor now.

So this is the upper floor where we have a lot of small offices at the moment but there is

gonna be a lot of renovation.

Most of these walls are gonna go out.

This colorful one for example!

So that we have a big open office area.

So this is part of the upper floor where most of these walls are gonna come out during the

renovations.

And here in the back is the only room that's gonna stay as it is.

It's the team room so come on in!

And we need more lights in here for sure.

So this is the big team room.

At the moment it looks kinda empty, the only important thing in here is the ping pong table.

So in this room we're gonna have a small hostel in the future for all the people that are

coming here from abroad.

Because it's really hard to find a space in Lund.

So they can stay here for the time being.

But I mean it's gonna be fixed up, its gonna be much nicer.

"German"

Lewis Horne

My name is Lewis.

Thank you so much for inviting myself and my good friend and colleague Isak.

He's sitting here with a camera.

He has a YouTube channel called Uniti Update that tells everybody what we're doing so you

should check that out!

You know as humas we like to follow patterns and we follow the same patterns over and over

again.

It's just part of what we do.

And we started to watch those patterns and we could see that they very hard for us to

break away from.

To give us a chance to really think differently.

That's why this start up is made up of so many young people.

That just want something completely different than what we have today.

You know when I was walking here with Isak, and you're in this business, it's really hard

to just breathe in the gases on the road.

To listen to these big heavy machines all carrying one person.

Most of them carrying one person.

We just really would love to have cities that were'n so overcrowded with these big machines,

these kind of gases that are really not healthy for us to breathe in.

Lewis Horne from Uniti thanks for joining us!

Thank you!

Heading home!

Back to the office!

It's gonna be great to see what refurbishments are done!

So now we're gonna start removing the walls and build our new office!

For more infomation >> UNITI UPDATE | Episode 5 - New Year, New Place - Duration: 7:08.

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Star Wars Canon - New Republic (Part 3/3 - Rise of the First Order) - Duration: 4:31.

After years of ineffective rule, the senate of the New Republic voted to create a new

position of leadership called the First Senator, leading the populist faction to raise Senator

Leia Organa as their candidate for the election.

However after an investigation into criminal activity occurring in the outer rim, Leia's

centrist ally Ransolm Casterfo was manipulated into betraying her, when he learned that she

was the secret daughter of Darth Vader.

Casterfo exposed Leia to the entire galaxy, effectively ending her political career and

forcing her to withdraw as the populist nominee.

The idealistic senator Casterfo had been used as a tool by a secretive organization known

as the First Order, a ruthless political and military faction born out of the remnant of

the old Empire, building up their forces in the Unknown regions, and using imperial sympathizers

within the New Republic to sabotage the government from within.

The First order then turned on Casterfo, implicating him in the criminal activity occurring in

the outer rim, seeing him arrested and sent to his homeworld for trial and sentencing.

In addition, Tai Lin Garr, the new populist candidate for First Senator was assassinated

by a First Order agent, causing the Senate to delay the election, further plunging the

new republic into political turmoil.

Senator Organa, having led the investigation into the massive criminal cartel which seemed

to have ties to a number of republic senators, knew her former ally Casterfo was being framed,

and saw that a larger conspiracy was clearly taking place.

She therefore resigned from her Senatorial position and set up a meeting with many former

allies and rebel leaders including General Ackbar, to form the Resistance, a private

military organization that would remain vigilant against the new threats faced by the Republic.

Sometime later, the First Order finally revealed themselves.

When a number of Centrist Senators abandoned the government, pledging their alliance to

the First Order.

Although their territories remained in the Unknown regions, though they soon began to

spread into the outer rim of the galaxy.

The First order was under the leadership of a figure known as Supreme leader Snoke who

took on an apprentice known as Kylo Ren who was once Ben Solo, the force sensitive son

of Leia Organa and Han Solo.

Although initially a student of Luke Skywalker, he fell to the darkside and led the Knights

of Ren against the Jedi and his students, killing his former companions and setting

out to purge the galaxy of surviving jedi and force sensitives.

In relative secret, the First order used the many secrets and technological advances of

the old Empire, to create a fleet of powerful new ships, including the creation of Star

Killer base, a planet sized weapon able to harness the power of a sun, to destroy a number

of planets in a single volley.

The Republic, still struggling under weak and indecisive leadership, proved unwilling

to believe the First Order posed any significant threat.

Sentiments greatly encouraged by certain senators within the government, who were being financed

by the First Order to hamper progress and prevent any action.

When at last they were ready to reveal their true purpose, General Hux ordered that Starkiller

base be activated, launching a powerful attack that destroyed several worlds in the Hosnian

system, including Hosnian Prime, which was serving as the capital of the New Republic,

wiping out their government and primary military forces in a single blow.

This prompted the Resistance to strike back against them, destroying Starkiller Base.

In addition, after Kylo Ren murdered his father Han Solo, the man's longtime companion Chewbacca

shot the darkside apprentice with a bowcaster, gravely injuring him before having to confront

a former Stormtrooper and a force sensitive girl named Rey, who found Luke Skywalkers

lightsaber and now used it to battle Kylo Ren. Rey, who was already well experienced

in melee combat, became empowered by the force, allowing her to defeat Kylo Ren.

However the planet began to break apart before she could deliver the final blow.

Suffering a setback, Supreme Commander Snoke ordered that General Hux bring Kylo ren to

his location, so he might continue the man's dark side training.

While Leia Organa and the Resistance sent Rey and Chewbacca aboard the Millennium falcon,

to find Luke Skywalker in self-imposed exile, and ask for his aid in defeating the First

Order.

For more infomation >> Star Wars Canon - New Republic (Part 3/3 - Rise of the First Order) - Duration: 4:31.

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Planting Paulownia Tomentosa from seed - Duration: 5:01.

Hi i'm George, I bought Paulownia tomentosa seeds on eBay from Serbia

and finally arrived thr seeds in Moldova

in about 3 weeks

this envelope are about 300 seeds.. ops 500 seeds!

Paulownia tomentosa by 1.88 $ ordered from ebay

and the link will be in description

for that, then do not ask me where I bought the seeds

so as not to respond to everyone

you know? and this is

we will put the seeds in a container

Then we put water in the container onto seeds

will sit 2-3 weeks, the seeds will sprout

and then I will plant them in the ground

as we know February is the month for planting seeds

and in February I will strive to plant more seeds

and let to plant these seeds, finally

Let's open the envelope to see seeds

So here we have the seeds complete with instruction

So out and see, is there a 500 seeds as I said

so

there must be seeds, here

look how it looks, so I did

we have instruction for seed germination, but I will not use

I will put to germinate in water

I'll do it my method without instructions

we look at seeds Paulownia tomentosa 500+

and we will put them in water to germinate

will take about 3 weeks then will sprout, then

We plant them in the ground

So let's start

we will put in this container

also in container put a napkin

and here we put seeds

we will open here

then we pour water into the container

further, you know what we do?

we put the container in a ziplock bag, so I opened

for now I will put the seeds on this sheet, look

put there a few seeds, I think there are enough

because I am a little ground and pots, and for must I buy more

we must put the seeds into container

and put them so

little, little

excellent, and now we have to put water

so

not fill, but put some water

we will wait about two weeks, depending on

now I have to put the container into the ziplock

very carefully, take it and put it here

we will close tightly, and you have to expect some a 3 weeks or less

now tightly sealed,

and here we close, it's simple

I like this stuff

we put somewhere in light

and we hope to germinate seeds

and if you did not know powulownia tree is a tree with the fastest growth

and I hope the seeds will germinate

and then we see, if not? will buy another seeds

and that is

ready for today, leave a like distribuite this video and subscribe to my channel

if you want, of course subscribe to my second channel ChinaSnow

about Parcels from china, unboxing or parcels from Italy

See you next time

Bye :)

For more infomation >> Planting Paulownia Tomentosa from seed - Duration: 5:01.

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Epic Sax Robbie - Duration: 2:01.

EPIC ROBBIE ROTTEN SAX.

DAM DAMDARARARARA DAM DAM DARARARARA DAM DAAAAAM DAAAAM DADARADAM

For more infomation >> Epic Sax Robbie - Duration: 2:01.

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Murat Can Kapris Damar Parca ( OfficiaL Video ✔ ) - Duration: 2:58.

For more infomation >> Murat Can Kapris Damar Parca ( OfficiaL Video ✔ ) - Duration: 2:58.

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BAKSO CHALLENGE || FT. the WIDODOs - Duration: 3:28.

For more infomation >> BAKSO CHALLENGE || FT. the WIDODOs - Duration: 3:28.

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Rosh Chodesh Shevat Message from the Temple Mount - Duration: 2:57.

Here we are on the Temple Mount.

We have just begun the month of Shevat and the whole essence of this month is renewal.

So here we are on the Temple Mount and everybody knows that this is the location

of the Holy Temple which will soon be rebuilt.

We see the tremendous motivation of the Jewish people to come here,

growing by leaps and bounds, the amounts of Jews coming here to the Temple Mount.

And the Holy Temple is the secret of renewal.

So we are here in the month of renewal, the month of Shevat.

Our hearts are full of prayer for the renewal of all humanity.

The real secret of renewal, of hitchadshut, of a whole new world is the Holy Temple.

So what a beautiful way to start the month.

We are here united with all of you in prayer for all good blessings that the Shechinah,

the Divine presence, will bring to the world when the Holy Temple is rebuilt.

And that is the greatest renewal of all.

Chodesh Tov!

For more infomation >> Rosh Chodesh Shevat Message from the Temple Mount - Duration: 2:57.

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Egységközösség a Földdel (testkezelés) Magyar felirattal Dr Dain Heer Ajándéka Afrikából - Duration: 9:40.

For more infomation >> Egységközösség a Földdel (testkezelés) Magyar felirattal Dr Dain Heer Ajándéka Afrikából - Duration: 9:40.

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Gerion Lannister: what happened to Tyrion's favourite uncle? - Duration: 11:24.

So the Game of Thrones show is based off a really long series of books.

Longer than The Lord of the Rings and the Bible combined – and the series hasn't

even all been written yet.

So to fit this huge story into seventy-three hours of TV, the show cuts out a lot of characters

and plots from the books, which kinda sucks, cause a lot of them are really cool and mysterious

– for example, the story of Gerion Lannister.

The Lannisters we meet in the show include Tywin – father of Cersei, Jaime and Tyrion

– and Tywin's brother Kevan – father of Lancel, Martyn and Willem.

But in the books, Tywin has three more siblings – there's Genna Lannister, a smart, domineering

woman married to a Frey, and Tygett Lannister, a skilled warrior who died of a pox years

ago, and then there's Gerion.

Gerion was Tyrion and Jaime's favourite uncle growing up . He taught Tyrion to tumble,

to cartwheel and walk on his hands , and encouraged him to learn about the wonders of the world

. This was in contrast to the eldest Lannister Tywin, always so stern and serious . Tygett

and Gerion felt they were in Tywin's shadow, but while Tyg got angry that he could never

match Tywin, Gerion would make a joke of it all – "Better to mock the game than to

play and lose" . So Gerion travelled the east , he competed in tournaments , he fathered

a bastard daughter, Joy, by a common woman, Briony . And then about seven years before

the start of the main story, Gerion went on a quest to find House Lannister's lost Valyrian

steel sword, Brightroar . So Valyrian steel is a magical metal , made

in Valyria centuries ago.

It was used to make weapons, like swords, that were sharper, stronger and lighter than

swords of regular steel . But when Valyria blew up, in the Doom, the secret of making

the steel was lost . Now, there are only a couple of hundred Valyrian steel blades left

in Westeros . Many of them are treasured as the heirlooms of noble houses – for example,

Heartsbane is the Valyrian blade of House Tarly, and Longclaw was the sword of House

Mormont until Jeor gave it to Jon Snow – in the show, Jon discovers Valyrian steel can

kill white walkers , which is another reason it's important.

Brightroar was once the Valyrian blade of House Lannister – they paid a huge amount

of gold for in the years before the Doom . But about a century later, after Valyria was destroyed,

King Tommen Lannister went on an expedition to plunder the ruins of Valyria.

He took Brightroar with him – and "never returned" . So Brightroar, one of House

Lannister's most valuable treasures, was lost, and ever since, they've tried to replace

it.

Tywin offered to buy Valyrian swords from poorer houses, but was always refused . So

Gerion, the more adventurous, or perhaps just "reckless" Lannister , decided to go find

Brightroar himself, where Tommen lost it centuries ago – in the ruins of Valyria .

Valyria was once the capital of a prosperous, powerful empire, but after its mysterious

destruction, a smoking broken ruin remains.

In the show, Tyrion and Jorah sail through it like it ain't no thang, but in the books,

Valyria's cursed.

It's said the very sea there boils and smokes, the land is overrun with demons, and anyone

who "lays eyes upon [its] coast is doomed" . Whole armies have marched into Valyria and

never returned . But that didn't stop Gerion.

He set sail from Lannisport, and headed for Valyria . When he stopped off at Volantis,

half his crew deserted him, and he had to buy slaves to replace them, cause everyone

was so scared of sailing the Smoking Sea . After Volantis, Gerion disappeared – and was never

seen again.

So… what happened?

There are lots of different theories.

The most obvious one is that Gerion died in Valyria.

We don't know exactly what the dangers of Valyria are, whether they're toxic volcanic

fumes, or demons, or magic, but there's clearly something nasty there, cause it's

killed so many people before – Gerion's ancestor Tommen included.

Gerion might also have been shipwrecked, attacked by pirates, or killed in a mutiny of his crew.

However it happened, it's a likely explanation – that Gerion is dead and won't be seen

again.

But there are other theories.

Not everyone who's sailed to Valyria has died – Euron Greyjoy claims to have been

there , and it looks like he's telling the truth, cause in the books he has a Valyrian

dragon horn , and a set of Valyrian steel armour . If Euron has been to Valyria, and

Gerion apparently died there, maybe Euron and Gerion ran into each other, maybe Euron

killed or captured Gerion, maybe Gerion is one of the mute oarsmen on Euron's ship

the Silence – but… this is unlikely because of the timelines – Gerion sailed for Valyria

about eight years ago , but Euron went on his big voyage about two years ago – so

unless Gerion was hanging around in Valyria for six years, he wouldn't have met Euron

there . Another theory is that Gerion became the "corsair king", a pirate who's been

mentioned raiding round the Summer Isles, but again, the timeline doesn't fit.

The corsair king is "new" , only recently started raiding, so if the corsair is Gerion,

what was he doing these last eight years?

One of the crazier theories is that Gerion is the Shrouded Lord, a mysterious mystical

figure who lives in the Sorrows, which Tyrion passes through in Dance.

YouTuber Preston Jacobs argues that the Lord seems to spare Tyrion from getting greyscale

from stone men , that both Gerion and the Shrouded Lord are associated with laughter

, and that the Lord must look like Gerion because Tyrion dreams of the Lord being Tywin

. It's a fun idea, but the text doesn't really support it.

The dream has nothing to with Gerion, the laughter connection is barely mentioned in

the text, and the Lord sparing Tyrion is tenuous at best.

To complicate things some more, it is mentioned that this "corsair king" supposedly is

the current Shrouded Lord – shit's most assuredly confusing and complex, but in the

end, there's just no good evidence that Gerion is the Shrouded Lord or the corsair

king, or anybody else.

Not every missing character has a twist and a secret identity – Gerion probably is just

dead in Valyria – but there's still another theory to address.

It's about a woman called the Sailor's Wife, a prostitute in Braavos who only beds

the men who marry her in fun little temporary wedding ceremonies . The Sailor's Wife has

a daughter, called Lanna , who has "fine long golden hair" . Blonde hair and the

name Lanna make the girl sound like a Lannister , right?

And we hear that the Sailor's Wife prays for "her first husband, her true husband",

"her old love", "who had been lost at sea" . Maybe the Sailor's Wife's "first

husband", and the father of her blonde daughter Lanna, is Gerion Lannister.

Gerion was "lost at sea", that's the exact phrase consistently used to describe

him . And Gerion would explain Lanna's blonde hair and name.

Further, the fortune-teller Yna , claims that the Sailor's Wife's husband is dead – which

fits the idea that Gerion died in Valyria.

So this seems like pretty strong theory but again – the timing's tricky.

Lanna is fourteen in the fourth book , which means she was fathered years before Gerion

sailed to find Brightroar, which is fine, cause we know he travelled the east before,

but remember Gerion's daughter Joy?

She is eleven in the fourth book . Which means for Gerion to have fathered both Joy and Lanna,

he must have sailed to Braavos, married the Sailor's Wife and fathered Lanna, then left

and just two years later fathered Joy on Briony in Westeros – and a few years after that

sailed to Valyria and died.

Which is… possible, but seems weird.

It totally undercuts the whole tragic love story of the Sailor's Wife if her long lost

husband actually just dumped her and left to hook up with someone else.

Also, the Sailor's Wife was "no older" than fourteen when her husband left, and she

and her child both work as prostitutes to support themselves.

Why would Gerion not send a little Lannister gold their way at some point?

Joy seems to be pretty well supported – why treat the Sailor's Wife differently?

Tyrion's favourite uncle doesn't sound like the sorta guy to so coldly abandon a

loving wife and child.

So what gives?

The might be a solution in the timing.

While writing the fourth Game of Thrones book, George Martin planned to leave a "five-year

gap" between the third and fourth books, meaning Book 4 would pick up the story five

years after the third, with all the characters five years older – Arya would have spent

five years training with the Faceless Men, Bran would have been learning from Bloodraven

– but Martin found the gap didn't work so well for other characters, so after a year

of writing with the gap, he scrapped it, and instead had Book 4 pick up where Book 3 ended

. This meant he had to go back and re-write a lot of what he'd already written, changing

stuff to remove the gap.

He would have had to change details like dates and years and… ages.

The five-year gap made everyone five years older, so to remove the gap from what he'd

already written he'd have to make some characters five years younger and maybe – just maybe

– he made a mistake – and forgot to change back the age of Lanna.

Because if Lanna was five years younger, she'd be nine instead of fourteen, which would mean

she could have been conceived the same year that Gerion sailed for Valyria.

Which changes everything.

Instead of Gerion having to sail to Braavos, marry then dump the Wife, go back to Westeros,

father Joy, then sail to Valyria, he could have just stopped off in Braavos and met the

Wife along the way to Valyria – with every intention of coming back to her – until

he was tragically "lost at sea", leaving the Wife and Lanna longing, never knowing

if he'd return.

That fits the tragic story of the Sailor's Wife much better, and the math works perfectly

– Lanna's fourteen in Feast, minus five for the gap makes nine, so she'd be born

in the year 291.

Gerion sailed eight years before Storm, which happens in 299, so he sailed in about 291.

It looks very very possible that George Martin made a small mistake with Lanna's age.

So Gerion probably didn't meet Euron.

He probably isn't a corsair, or the Shrouded Lord.

He's probably a corpse somewhere in Valyria – which is all the more tragic cause it

looks like he left behind a child and a Wife who love him, who he may have meant to return

to until he sadly died.

And you almost wouldn't know it cause it may be George forgot to do some math.

Thanks for watching.

Some of these images come from The World of Ice and Fire, which you can buy at the link

below.

This Gerion art is by kethryn on DeviantArt, and this Euron art is by Evaun Wallington,

find him on Twitter.

Thanks to the Patrons for making this video possible, including William Horner, A.K.

Chawla, Rachel Ober, scot jennings, and Persephone Jones.

Cheers.

For more infomation >> Gerion Lannister: what happened to Tyrion's favourite uncle? - Duration: 11:24.

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Jeep Wrangler Teraflex HD Tie Rod & Drag Link Kit (2007-2017 JK) Review - Duration: 8:41.

I'm Ryan from extremeterrain.com, and this is my review and installation of the TeraFlex

HD tie rod and drag link kit, fitting all 2007 and up JKs.

This kit is also available in a flip kit.

And each of these pieces are available independently.

However, if you're looking to upgrade your full steering, this is a nice kit that includes

both pieces.

Today we're going to talk through the installation of these parts onto your JK, which is a very

simple one out of three wrench installation.

This is going to take you under two hours to get these installed and adjusted properly.

And there is no major modification to your Wrangler necessary.

We're also going to talk through the construction and a few of the other features of this kit.

If you do some hard-core wheeling with your Jeep and/or you have really large tires on

your Wrangler, a set-up like this is going to provide a ton of strength, which is going

to help in a lot of different ways.

When you are off-road, the factory tie rod is very exposed.

And it's very easy to bang it into a rock or a stump and bend it, which can ruin your

day of off-roading.

So upgrading to a much stronger version like this is, certainly, a good idea.

And updating your drag link when you have large tires can get rid of what would, otherwise,

feel like a wobble.

You can actually have your factory drag link bend a little bit when you are off-road hitting

big bumps with large tires.

So upgrading to a much stronger than factory drag link will take care of that situation

on the road.

And having the additional strength off-road gives you the ability to wheel your Jeep hard

without the worry of bending any of your steering components.

As far as drag link and tie rod kits go, this is one of the heaviest-duty set-ups that you

can buy.

It does have a little bit of a higher price tag on it, but when you consider how much

stress these parts are taking off-road, in my opinion, this is one of those areas where

you should spend a little bit more money, as long as you're getting more quality for

your dollar.

And I think that's the case with this set-up.

And this comes with very strong components that are, also, adjustable.

These tie rod ends here from TeraFlex are not only greasable, but they're also adjustable

with the spanner wrench.

You just have to loosen a couple of set screws.

And then you can tighten up the pre-load arms.

So if they ever do start to wear on you, if you feel like you do have a little bit of

additional play, you can go through and tighten everything up.

You don't have to replace anything.

It doesn't cost you anything.

You can tighten up the pre-load on those tie rod ends, and any wobble will be gone.

And that's not something that can be said about a lot of the other steering set-ups

on the market.

They may be very strong, but if they do eventually wear out, you're going to be purchasing new

replacement parts.

With these, you can adjust them.

TeraFlex says that this set-up is over 200% stronger than factory.

And I absolutely believe it, after taking these parts out of the box and actually handling

them.

These are very, very heavy-duty.

This tie rod is 1.6 inches in outer diameter.

And your drag link is going to be an inch and a quarter in outer diameter.

Your tie rod ends are both made of 4140 chrome alloy that's also been heat-treated for additional

strength.

And everything about this set-up screams strength.

And your tie rod is going to have one standard thread and one opposite thread tie rod.

So you can adjust it on the Jeep.

Of course, it has some nice large stop nuts to make sure everything stays tight where

you put it.

And your drag link is going to have a more factory-style sleeve adjuster so that you

can make sure you get your steering wheel nice and centered.

But, again, something that I said, I mentioned before, and something I really like about

this set-up is these tire rod ends right here.

They are greasable.

They have a recessed grease fitting.

So you're not going to tear the grease fitting off ever.

It's always gonna be there, accessible, but also protected.

But if you loosen up a couple of set screws around the outside and you have your spanner

wrench, you can tighten down the pre-load on that tie rod end, and getting rid of any

play that might occur over a long period of wheeling your Jeep really hard.

And, again, that is not something you get from a lot of places.

If you are looking to upgrade your steering, why wouldn't you upgrade to a system that

could be the last one you'll ever have to buy because it's very strong.

And when your tie rod ends do start to wear, you can simply tighten them up.

And, if you can't tighten them up enough, they have a snap ring on them where you can

take them apart and you can rebuild them.

Again, not something you find in a lot of other places.

I think that this is a very, very well-built system.

And if you have the budget for it, it might be the last steering system you'll have to

buy for your JK.

So, in my opinion, it's worth the cost.

Now, because this system is so heavy-duty and these tie rod ends are so large and beefy,

you do have to have a 17-inch wheel, if you're running OE wheels, in order to fit these tie

rod ends on your steering knuckles.

So you do have to be a little bit concerned about wheel size and back spacing with this

set-up, but that's going to be the case with any set-up that has very strong, over-sized

tie rod ends.

I said before that getting this installed in your Jeep is a very simple process, about

two hours by the time you get your old system removed, get the new system in place, and

get everything adjusted properly.

So the first step is, of course, removing your old system.

You're going to have some castle nuts.

You'll have to remove cotter pins, remove the castle nuts, and then remove the tie rod

ends from their seats.

Now the factory tie rod ends are a taper fit.

So the way that you get those removed is not by hitting straight down on the top of the

tie rod ends.

All that's going to do, even if you put a nut on there, it is going to mushroom that

tie rod end, making it much more difficult to get out of its hole.

What you want to do is actually hit the steering knuckle perpendicular to the tie rod end.

There's usually a flat spot molded right into your steering knuckle.

And what that's going to allow you to do is pop that tie rod end out nice and easy.

Now as far as the pivot arm goes, that's a little bit of a different story.

Oftentimes, you are going to want to use a Pitman arm puller or a tie rod end puller

on your Pitman arm to remove your drag link.

Hitting it with a hammer can cause some damage to the steering box, if you're not doing it

right.

So you will want to have a puller on hand in order to get that removed.

You're also going to need a large 21-millimeter socket in order to remove the nut off of your

Pitman arm to get that drag link free.

Once you have all of your factory system removed, you can take some measurements end to end

of your factory tie rod and of your factory drag link and dial in your adjustment just

to get things started off for your lengths.

Then you'll go ahead and install these components in exactly the factory location using all

of the new hardware that they come with.

And then you can fine-tune your tow and make sure that you steering wheel is good and centered

by making any fine-tune adjustments after that.

Again, a very easy install.

It goes right in place of your factory system, but is a massive upgrade over stock.

And if you have big tires on your Jeep, this is something you might feel driving down the

road right away.

If you have big tires and your factory drag link was bending, causing a little bit of

a wobble, that you're going to get that taken care of right away.

And when you do hit the trails, you're going to do it with confidence, knowing that you

have a ton of strength.

I mentioned before this system is a little bit pricey.

You're going to be at about $750 for the pair, the drag link and the tie rod.

And there are some systems out there that are more expensive that have a slightly beefier

drag link, but because of the adjustability that you get on the tie rod ends here, because

of the strength, I think that this is a really nice mix of both price and value.

Sure, you can spend another $400 or $500.

You can get a different version of this set-up, but I really like the adjustability and the

strength that you get with this.

And I think it's a very good buy.

So if you're looking to upgrade the steering components on your JK because you have large

tires, because you wheel hard, because you want the confidence of knowing that you're

not going to bend or break your steering linkage when you are in an off-road situation or maybe

you've already bent up your factory system and you're looking for a really strong replacement,

I think this is going to be an excellent option for you, as long as you have the budget for

it.

So that's my review of the TeraFlex HD tire rod and drag link kit, fitting all 2007 and

up JKs that you can find right here at extremeterrain.com.

For more infomation >> Jeep Wrangler Teraflex HD Tie Rod & Drag Link Kit (2007-2017 JK) Review - Duration: 8:41.

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PHRASAL VERB WORK part 2 - Duration: 6:19.

For more infomation >> PHRASAL VERB WORK part 2 - Duration: 6:19.

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Camper Van - Bug out Van - Converted Van - Stealth Van - Travel Van - Tiny home Van - Duration: 5:27.

For more infomation >> Camper Van - Bug out Van - Converted Van - Stealth Van - Travel Van - Tiny home Van - Duration: 5:27.

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Красивая Роскошная, #Песни Для Женщин, Виталий Сухов - Duration: 3:27.

Beautiful Luxury, Songs For Women

For more infomation >> Красивая Роскошная, #Песни Для Женщин, Виталий Сухов - Duration: 3:27.

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[Video in Italian with subtitles] - TRANSLATE ITALIAN into your language (Join Italy Made Easy!) - Duration: 6:15.

For more infomation >> [Video in Italian with subtitles] - TRANSLATE ITALIAN into your language (Join Italy Made Easy!) - Duration: 6:15.

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Analysing Every Episode of Hitman's First Season - Writing on Games - Duration: 56:57.

Hi, I'm Hamish Black and welcome to Writing on Games.

Hitman's first season was easily my game of the year last year.

Few games have given me as much joy in terms of replayability and discovering all the weird,

wacky secrets and scenarios located within.

A lot of this is down to the game's episodic nature – the benefits of which I detail

in this video here – allowing me to continue to be excited for substantial new content

whilst also encouraging exploration of these expansive levels.

Some say the greatest success of the game is the way it merges tactical stealth gameplay

with an absurdist sense of humour.

Whilst I totally agree with this, after exhausting the final episode and returning to replay

the rest, I believe a lot of credit must go to the design of the maps and the missions

themselves.

Given, then, that a disc-based version of the entire season will be released at the

end of January, I want to do something dumb that I haven't done before—a long-form analysis,

examining each mission in the game's first season, in relation to the strengths of the

game's design.

This is going to be a long one, so let's get into it, shall we?

In order to understand how Hitman's levels play to the strengths of the game's design,

we should first try to gather a rough understanding of that design, through its core mechanics.

Hitman is ostensibly a stealth game, with mechanics that incentivise efficiency and

cleanliness.

You have a disguise system that allows you to access different areas depending on the

level of privilege your costume allows.

You have a wealth of guns at your disposal, but their use is highly discouraged.

Given their visibility and noise, combined with their inaccuracy and comparative lack

of damage, they're almost never a viable option.

Instead, you're encouraged to find objects in the world and use them as your weapons

should you need them—they take out enemies in one hit, lock on with often absurd accuracy

and provide you with one of the most satisfying animations I can recall.

The wealth of options available to you encourages improvisation, although, new to this instalment,

we have Opportunities – guided, scripted events that add waypoints to guide you to

your target, often with outright comedic consequences.

Finally, what all these elements contribute to and what I would say is the defining principle

of Hitman's design, is its absurdist sense of humour.

This affects everything about the way you learn and interact with the game's rules

and systems.

It essentially teaches you that you need to view each individual as an AI procedure—as

a piece on a board rather than a living, functioning being.

Now don't worry, either this is sounding like a lot or it's sounding totally reductive.

Like I say, as we go into the levels themselves I'll explain how each of these core ideas

is fleshed out through the levels 47 infiltrates.

Let's briefly talk about the two tutorial levels, as they're actually very good as

teaching tools, even if they might not be wholly necessary (and we'll come onto why

in a bit).

The boat level teaches you basic controls and stealth mechanics (including disguises

and the deliciously satisfying throwing mechanic) before allowing you to replay it and complete

the objective in whichever way you choose.

This highlights both the tactical, improvisational freedom the gameplay affords you, as well

as the idea that in order to get the most out of these levels, replaying them is a must.

The second map largely exists to teach you about the Opportunities system.

There are other ways you can go about dispatching your target, but as you wander around looking

for a way to enter the compound, you're greeted with two workers talking about safety

protocols for a jet fighter which brings up a prompt to track this opportunity.

You find a conveniently placed outfit that gets you into every area, mess with the jet

engine, head upstairs to find your target then guide him through the hilariously drawn

out process of sending his own ejector seat careening into the night sky.

You walk out with no one having noticed any wrongdoing on your part, and SCENE.

And this is where my problems with the Opportunities system arise.

Don't get me wrong, they can be incredibly funny and a nice way to kill some time if

you just want to head into a mission and not have to think too much in order to see someone.

Also, in a game that offers as many ways to off your targets as Hitman does, they can

make the game feel less intimidating to new players.

The problem is that once you get good enough at the game, they perhaps go from hilariously

absurd to irritatingly convenient.

Not all opportunities are like this, but most essentially make the game feel like it's

playing itself.

Even the ones that don't directly end with a character getting killed can lead a target

to a particular area where they'll conveniently tell their guards that they need some privacy,

giving you a chance to strike.

These opportunities are a means by which the developers can say "look!

Our game is funny!" as opposed to just letting the inherent absurdity of the mechanics shine

through.

If you try to tackle these missions like a normal human being would (or, well, a normal

human being who happens to be an assassin), then you will not get far.

In this game, perhaps more than most, there's a disconnect between the realistic design

of the settings and the people found within.

Instead of viewing the denizens of these maps as human beings, you must instead view them

as clusters of AI systems, experimenting with their various states and how to disrupt their

routing.

These states can vary wildly.

For example, guards will usually give you a pass if you trespass on an area you're

not meant to.

They're fairly courteous about it – it's like they understand that some of the barriers

between restricted areas and those that aren't can be somewhat intangible.

That said, don't stick around if you dare to turn off a stove and there's someone

present – they'll become startled, examine the stove, ask if you did it, get suspicious,

get a guard to arrest you and then literally shoot you to death when you don't comply.

All for turning off a radio.

It's the most distorted logic possible, but every stage is easily discernible and, once

you get to grips with these systems, easily manipulated to your advantage.

Essentially what I'm saying is that whilst I appreciate the purpose of the Opportunities

system, I'd recommend ignoring them at least on a first playthrough of a mission.

The organic nature of figuring out how these uncanny systems work and using this to your

advantage is where the real absurdity and humour lies within Hitman (as well as making

you feel like a real puppet master, pulling the strings of these walking, talking AI systems).

The reason I'm talking about this so much is that, well, remember when I said these

levels felt a little unnecessary?

Part of the reason is that, like the opportunity system itself, they feel a little too guided.

Even when you're let loose on your second playthrough of the boat level, it's too

small a level for there to really be much else to actually do on it.

This is where I feel the first main map, Paris, really shines, and why I think it could have

been a tutorial level in itself.

You see, Paris conveys a crucial facet of Hitman's level design which is important

going forward – big does not always mean expansive.

In terms of actual size, it's one of the smaller levels, but it feels labyrinthine

in nature.

Ultimately, it offers multiple different ways to tackle your objective, whilst also remaining

manageable.

The main focus of the level is, of course, the mansion, which contains four floors including

a basement.

You have two targets – one on the ground floor and one on the top.

You enter through the main gate, and find that you're actually allowed to wander around

the immediate grounds, as well as the mansion's entrance, the fashion show itself and the

crowded bar next door.

This gives you the time and freedom to scope out your surroundings.

It's perhaps fitting that the event taking place within the mansion is a fashion show,

because this level, perhaps more than any other in the game, is a puzzle designed to

test your knowledge of the disguise system.

As you enter the mansion you find that not only is everywhere guarded, but your target

is immediately in front of you.

This highlights the fact that this isn't your typical stealth game.

This isn't about infiltrating a military compound—in a manner akin to something like James Bond

or Mission Impossible, this is a literal party.

The guards are vastly outnumbered by general guests.

The target isn't hidden behind puzzles or a set of objectives, he's right there.

He's literally being paraded down the stairs, his entrance couldn't be more ceremonious.

You can take him out right there and then if you want, just don't expect to get too

far (this is perhaps why a second target is implemented, so you can't simply take the

first out and bolt).

You could always try being a bold bastard and worming your way past the security guards

at almost every door in your current getup, but as I say – the guards here are alert

and, thanks to your limited health and the fact that enemies often take more bullets

to go down than you do, direct confrontation is discouraged.

It's here that the stealth mechanics reveal their purpose – it's not about staying out

of sight (because in most cases, that's almost impossible).

Despite how absurd and nonhuman the civilians can act at times, they'll call you out for

being weird if you're seen crouching and taking cover everywhere like a weirdo.

No, instead it's about blending into your surroundings whilst remaining in sight.

The question you ask yourself, particularly if you're new to the series, isn't "how do

I get there" but rather "other people can get there, why can't I?"

Of course, if you've played any Hitman game before, you'll know that the key is subduing

a uniformed individual and taking that uniform as your disguise.

If you don't however, the devs have you covered.

At this stage, you'll likely head back outside, giving you two options – go to the right,

where you'll be told you can't enter the guest car park.

This area gives you an easy disguise but if you're still getting to grips with the mechanics

you're probably not going to want to risk getting caught trespassing by the few guards

here in order to get into the shed and take out the waiter, before dumping his body out

the window and into the bin outside (despite it being a totally safe thing to do).

Instead, you'll likely venture left, to the one area that seems to be almost empty bar

two guards talking to a waiter.

Given that this is still ostensibly a stealth game, you'll probably feel relatively safe

here.

What's more, this is where you overhear the guards mention that waiters can go anywhere

on the ground floor of the mansion, before the waiter walks over behind a truck for a

smoke, placed next to a bin to dump his body.

Overly convenient?

Perhaps.

An excellent way to guide your attention to the disguise system? Definitely.

After you figure this out and have the waiter's disguise, your first target is as good as

dead.

You can follow him around without having to worry and analyse his movements, meaning you

can, for example, expose some wires and have him electrocute himself.

Either that, or through your exploration of the basement floor, find a recipe for a cocktail

and poison him.

Again, the absurdity of this means that even if you non-lethally poison him, you can enter

the bathroom in which he throws up with the guard looking right at you and no one will

care.

Either way, your target is dead, purely through the introduction of the disguise system.

The second target acts as a further test of this knowledge – you know that certain disguises

get you certain places, but your current disguise only gets you so far.

The level centres around the mansion, and the different floors of that mansion act as

a puzzle for you to solve.

You can get a crew outfit but that only gets you to the first floor, and there are guards

at each staircase leading up to the second, where your target is.

Your next thought might be to procure a guard uniform – this is discouraged due to a couple

of reasons.

First, it's incredibly hard to find a guard on his own and take him out without getting

spotted.

Your best bet is perhaps behind the shed at the back of the mansion, but even then it's

risky given the proximity of other guards.

Secondly and perhaps more importantly, not only do different disguises have different

privileges, but they also have different levels of suspicion attached to them.

Low level positions like waiters can get into less areas, but have a much lower chance of

being noticed by anyone.

For guards, well, it's their job to remain alert, so you're much more likely to be seen

by one of them.

It's a nice touch that adds to the unique worldbuilding that goes on in this game.

As you explore the second floor and analyse the staircase, you'll find there's another

type of waiter that can walk up and down the stairs and lo and behold, there's one conveniently

taking a break alone in a room, ripe for the subduing!

I certainly don't think this is unintentional – the waiters are non-confrontational and

placed in just the right kind of secluded areas that, at least initially, I feel this

is the solution you're encouraged to pursue.

So you're able to get past the guards now, although there's a catch – the guards will

frisk you.

Luckily this isn't too much of an issue, as you can run away as soon as they tell you

to dump your weapons literally around the corner before returning, but it does present

an interesting challenge – when you do get to the top, how are you going to eliminate

your target without your lethal arsenal?

As it turns out the answer can be as simple as knocking her out before snapping her neck,

but I like that it encourages creativity on the part of the player.

Up here the target is doing the rounds at her party and secret auction, leaving you

a few options but ultimately your best bet is to try and take out the guard in her private

room and dispose of him before she gets there.

From there, you can quietly kill her and the person accompanying her without too much hassle.

Even here, though, the mission isn't over – you need to extract.

Again, this is the case with every Hitman game, but if you're new to the series it's

probably at least a little significant.

It once again incentivises cleanliness.

You want to dispose of your targets as cleanly as possible not just for a higher score, but

to make your exit easier.

If you somehow manage to take out your targets with guns blazing, you'll be hard pushed to

make it out alive.

It adds an extra level of tension to the situation and requires a more tactical approach than

even most stealth games.

Luckily, however, given the game's penchant for utter nonsense, regardless of what costume

you're wearing, you can easily get out using a helicopter meant for the star of the fashion

show, Helmut Kruger (and the idea of the helicopter acting as a sort of taxi service for any shmuck

bold enough to just ask is pretty, pretty hilarious to me).

Speaking of the bold Helmut Kruger, the reason I feel this map is specifically designed to

show you the importance of the disguise system, is the fact that there are a couple of what

I like to call "skeleton key disguises."

Hell, even when I first entered the palace grounds I saw a big bald supermodel staring

at me and thought "I'm going to be him at some point, aren't I?"

Well, I wasn't wrong – conversations overheard throughout the mansion flat out tell you "hey,

that guy looks just like Helmut!"

Essentially, if you don't want to spend too long thinking about what disguise gets you

where, then finding Helmut alone at the back of the mansion will allow you to traverse

the entire mansion (aside from the attic area) without bother—they don't even frisk you.

What's more, if you follow a couple of simple steps, you'll be granted a private audience

with your target allowing you to easily take her out.

There's also the Sheikh who takes part in the private auction, but given the intensity

of the guard he's under, Helmut is probably your best bet.

It's incredibly fun to revel in the nonsense of dressing as a foreign diplomat or get gussied

up as some Michael Stipe-lookalike supermodel, but it's also tactically advantageous and

gives you a deep insight into the way the disguise and AI systems work.

So, in summary, through the disguise system you're encouraged to get creative and improvise.

On top of this, it also highlights that this game is not afraid to plant you in utterly

absurd scenarios.

Essentially, absolutely everything this game represents is taught to you in the Paris mission

through purely mechanical means.

It's why I think this mission is the perfect tutorial, despite how effective the actual

tutorial missions may be.

Now, the fact that there are still so many methods to take out your targets that I haven't

touched upon made me initially think "looks like we've got a 'difficult second album'

scenario here."

Well, then Sapienza came along.

Sapienza, in short, is absolutely incredible.

For one, when this map was described as an Italian seaside town, they really meant it.

To say that it's expansive for a single level would be an understatement.

We're hardly talking Just Cause 3 size here, but it'd still take you a good few minutes

to walk from one end of the map to the other.

What's more is that every area is different from the others and every area is explorable.

Every NPC feels like they have their own business here, and it acts as a nice change of pace

from the Paris crowd that was there for one purpose.

Here, it feels like you're in the middle of a living, breathing town.

Down the bottom there's the beach (or pier) area, as well as a church, morgue and graveyard.

Up the top there's the town square with various shops littered around the place, as well as

a couple of blocks of flats, as well as the focus of the level, the mansion.

The part joining the bottom of the map with the top feels utterly labyrinthine in the

best possible.

Like I say, almost every shop here can be entered (even if you don't necessarily find

much interesting inside) and the streets all wind around on one another making for a fairly

decent escape route should things go wrong.

What Sapienza does with all of this is exemplify another key element of good map design within

Hitman—even though these areas may be entirely different functionally, they all have some

form of connective tissue, meaning what happens at one end can affect what happens at the

other.

It also uses verticality to its advantage.

Not only does the map itself have a very clearly defined top and bottom part, but each major

building feels like it has multiple layers to it.

There's the church which has a basement as well as a massive belltower allowing you to

go a bit Saving Private Ryan if you want.

There's also the ice cream shop which leads to various basement levels, and you also have

the block of flats where 47's safehouse is, which itself can lead you into the mansion,

which itself has a number of levels including a fully functioning underground lab.

There really is a whole lot to this mission's geography and it can be quite intimidating

at first, as beautiful as it is.

That's only the case, however, because of how many options you have.

The problem arises when you consider the fact that the main mission attached to this map

perhaps doesn't make the best use of the level's varied geography.

Whereas in Paris the devs tried to quell option paralysis by giving you a fairly defined path

through the disguise system should you want to go that route, I feel like the main mission

here tries to do the same thing by focusing most of your efforts on the mansion itself.

Sure, there are ways to draw one of the targets out of the mansion but I feel like you'd be

hard pressed to stumble across that yourself at least the first time through.

You're told the third target here (a virus you need to destroy) is located in the underground

lab under the mansion and that both human targets are located on the mansion grounds,

as well as the fact 47 starts the mission with the mansion in full view – even if

you explore the town a bit for a way to get into the mansion without anyone noticing,

your focus is squarely on that mansion and rarely if ever needs to be drawn from it.

If you do somehow stumble across the opportunity that draws one of the targets from the mansion

down to the pier then you're left with a ridiculously convenient scenario in which her bodyguards

leave her and you lead her down an empty alley in order to get rid of her.

It's a shame because due to the verticality of this level, it's an immensely satisfying

feeling to socially engineer your target to appear at a certain spot, only to take them

out from the completely opposite end of the map.

This is where I feel the game's other modes come into play.

Part of the game's extensive range of content comes from the fact that it reuses previous

maps in order to provide you with things like elusive targets—targets that will appear

for a certain time period on a map, giving you just one chance to get at them.

If you die at any point during your attempt, they're gone for good.

Personally I'm not huge on them.

I understand that they recontextualise the main missions—turning them into training

scenarios, allowing you to familiarise yourself with the map's layout like a rehearsal of

sorts, before the main event.

I just think that the idea of playing as a professional assassin isn't really what I'm

coming to this game for.

I just want to experiment with all the tools at my disposal to see what weird and wacky

scenarios I can get myself into.

Essentially, I want Hitman to be the Curb Your Enthusiasm of stealth games, and this

isn't something you're afforded when you're forced to play extremely carefully lest you

lose your one shot at the target.

At the very least, however, Sapienza acts as the best environment for these elusive

targets to take place.

The labyrinthine streets, the massive size and the degree of verticality the map possesses

force the player into a tense game of cat and mouse with their target when they lack

any knowledge of their whereabouts.

It's a testament to the map that it can make this mode compelling, even when I feel like

the mode itself doesn't play to the strengths of the game's design.

To return to the main mission though, it's just lucky then that the mansion in Sapienza

is even more expansive than the mansion found in Paris – like the streets of the town

it's situated in, the mansion's corridors, bedrooms, grounds and, of course, the underground

lab, feel like a maze in which it is easy to be overwhelmed with choice.

The map's main mission is one where you can do anything from poison a man before pushing

him off a cliff where he's puking, take the disguise of a golf instructor to lure another

target in to have an affair before killing her, or even staging a number of elaborate

pranks to convince a target that his dead mother's ghost has appeared on the anniversary

of her death.

It's all fairly absurd stuff, which is in keeping with the general tone of the game.

What is truly clever is the introduction of the third target – as previously stated,

the destruction of a virus.

This involves infiltrating the underground lab and getting into a specific area unnoticed,

before triggering the virus to overheat and explode.

The thing I like about this is that whilst the opportunities that you receive for this

will get you close to the area you need to get to, it won't end with the virus destroyed

– ultimately you'll be in the room with the virus, but you'll have other people with

you.

You need to distract these people long enough not only to get them away from the virus,

but to allow time for the virus to overheat.

There are a number of distractions available to you in the room and if you've taken one

of the hazmat suits before entering, you'll have a number of places to blend in (for those

who don't know, blending in allows you to avoid detection when in a certain costume

by doing something involved with that costume – like examining a microscope in the hazmat

suit, for instance).

Then once that's done, you can run out and jump in a seaplane to fly away like it wasn't

even a thing.

This is a good example of what I mean when I talk about using the uncanny nature of the

AI and scripting systems to your advantage.

To get into the area with the virus itself, I had experimented with a number of different

techniques.

Dressing up as a security guard or scientist was all well and good, but as I tried to sneak

through I found myself detected immediately by scientists suspicious of my presence.

I'd try to get out, guards would come looking for me, I'd end up compromised, it was a bad

scene.

After a while of trying to make this work like a normal human being, I realised this

was Hitman I was playing.

With this in mind, I found the most effective method to be getting the security guard outfit

on the floor above, bolting down the stairs and opening the lab door, running past all

the scientists as they discovered me and got worried, before immediately shoving on a hazmat

suit before everyone came running in looking for a security guard, finding only a hazmat

dude casually walking away from a security guard outfit conspicuously placed on the floor.

This was a particularly funny situation to me, precisely because it didn't feel scripted

in any way – it felt like I'd totally outsmarted a ridiculously complex AI system in the dumbest

way possible.

It's that disconnect that creates hilarity in this game, for me anyway, far more than

the opportunities, as funny as they can be.

It's show, don't tell (or, in game terms, play, don't show) – let the player find

the comedy inherent to your system design, rather than merely tell them step by step

how to make something superficially comedic occur.

This is perhaps something later episodes struggle with, and we'll get onto that in a bit.

For now though, let's just say that Sapienza is a truly fantastic map, with each area feeling

truly distinct and having its own purpose.

It's sizeable, but this is absolutely deliberate.

It's the difference I mentioned earlier between being big and being expansive - Paris' map

isn't actually that large compared to what comes later, but it feels like there is so

much to discover there.

Sapienza is huge, but things that happen at one end of the map can affect the other so

it all feels intrinsically linked and manageable.

In Hitman, size is always a factor in a map's design, but bigger does not always mean better.

This is an area where the next map categorically fails, and represents a low point for the

season.

Marrakesh is the third episode in the series, and the mission here has all the potential

to play into every strength the series has shown up until this point.

It's probably the biggest, most crowded map in the entire game, but for a number of reasons

also feels like the most lifeless.

For one, the main mission that takes place on this map sees Hitman fall into a fairly

predictable, if still enjoyable, loop.

Up until the fifth episode, every mission is essentially "take out two people and get

to the exit", with only Sapienza requiring anything extra.

The episode after Marrakesh does something interesting with the formula that I'll come

onto in a minute, but the mission A Gilded Cage feels comparatively stale.

Part of the reason for this is that the map is absolutely ripe for new gameplay opportunities.

Like I say, this map is incredibly crowded, taking place in a bustling North African market.

Right beside this, however, is a quite literal riot.

Your targets are conspirators involved in a plot to overthrow the government.

The mission briefing describes one of your targets as an investment banker who stole

billions from the Moroccan people.

He's been broken out of jail resulting in dead police officers, the people have lost

immense amounts of money, and he's currently holed up in the Swedish consulate getting

massages and giving interviews.

The people are quite rightly baying for blood, and what's more, this is all hinted to be

a plot to destabilise the government of the region before a military coup takes place.

This should have been the perfect scenario for a Hitman mission!

The whole game up until this point has been about mischievously causing havoc by forcing

different systems to collide and watching the sparks fly.

How about causing that havoc on a truly massive scale, by placing 47 in the midst of an international

relations powder keg?

The opportunities you could have had 47 take part in here could have been truly wild – imagine

dressing up as an officer or protestor and actually causing those clashes between cops

and civilians before using it as a distraction to enter the consulate unnoticed?

Hell, these riots could have tipped over into the square itself, causing a complete change

in the way the map worked and how you navigated it.

These people are baying for blood!

Players should be given a chance to mess with the dynamics of that!

But no, instead what we find is a crowd functionally identical to the sedate partygoers at the

Paris fashion show.

There's nothing you can do with this crowd of people, except maybe use it as a place

to hide should you get into trouble.

The tensions apparently ready to tip over into full blown violence never do, and the

rioters react to getting bumped into in the same way that any other crowd in the game

would – a curt "would you look where you're going?" before getting back to the tamest

riot I've ever experienced.

This is explained in the briefing cutscene – your client is interested in profits,

not politics, and their business stands to lose out on money if the riots escalate.

That said, it still doesn't excuse why this riot plays into basically nothing to do with

the main mission.

Hell, even something where you were trying to control the riots as a police officer or

having to take your targets out within a time limit, after which the crowds would erupt.

Nope, nothing.

The crowd is totally static and doesn't factor into your mission in any way, shape or form.

It's absurd in the same way other moments of the game are absurd, yes, but in previous

situations the disconnect was between expecting people to react like human beings and getting

shocked when something completely uncanny and erratic happened.

Here, it's the opposite and it feels restrictive in a way Hitman has never been up until this

point.

The riot never spills into other areas either, with almost every part of the map remaining

ruthlessly segmented from one another.

The bazaar you start in gives way to a more open collection of stalls, with many winding

backstreets leading off from here.

Some shops are explorable and some have rooftop areas, but these don't lend themselves to

the kind of interconnected feel of a map like Sapienza.

There are a lot of what feel like dead ends here – seemingly pointless cul de sacs that

serve almost no tactical purpose.

Move on from the marketplace and you have the riot.

Then there's the areas your targets almost exclusively inhabit in the mission – the

consulate and the abandoned school.

These areas are basically joined by an underground tunnel, making them feel perhaps even more

disconnected from the rest of the already disparate sections of the map.

Once inside these areas there are some interesting things you can do, such as disguising yourself

as a superior officer to dismiss guards within the school, or disguise yourself as a masseuse

to snap your target's neck in the consulate.

I just can't help but feel the developers missed a real trick by removing any importance

the riots may have had.

Aside from this, I mainly feel like Marrakesh is just a bit messy and lacking focus.

In Sapienza, like I say, the focus was the interconnected feeling afforded by its verticality.

If you were at the top of the map, you could see anything going on at the bottom, and affect

things as you so chose.

In Paris, the map's focus was the mansion, and introducing you to the disguise system

in order that you could solve the puzzle of how to get to the top.

Details like the Paris mansion functioning as an art gallery and tourist attraction as

well as hosting the fashion show making that mansion feel more lived in, like it wasn't

just designed for the purpose of a mission.

Marrakesh has very little of that detail – just crowds in the areas of the map that matter

little to the mission at hand.

The sterile consulate with a few offices and meeting rooms as well as a barren TV studio,

and there's the school with every room feeling like it serves the same purpose as the last.

These are just rooms designed to fill out a building, and that's a shame because the

game proves it can do subtle worldbuilding in other areas.

It's at this point that the game verges on size for size's sake and, as previously explained,

that's not the best thing for a game like Hitman.

Quality always wins out over quantity – Marrakesh may be one of the bigger maps in the game,

but it's maybe my least favourite.

It's a good thing then that the following map returns some of that focus to proceedings,

seeing 47 infiltrating a lavish Bangkok hotel.

How does it do this?

Well, in terms of level design, it's essentially a return to the Paris map.

You have limited grounds you can explore outside a central, multi-story building, in which

you have a target on the ground floor and one at the top.

The puzzle of this map, like Paris, is to get to the top and, once again, it's the disguise

system that's going to get you there.

What I like about this is that unlike the Paris show, you're actually guided through

a good part of the hotel – I guess it plays into the whole Hitman thing of blending into

your surroundings, but just the idea of checking into a hotel desk before being led to your

room kinda tickles me.

It also means that here, you're given a few floors to explore before you start hitting

restricted areas.

There's the ground floor which has the reception and the floor above which has the bars, then

the floor above that which has the guest rooms.

After this, you hit the floors that act as your "goal" of sorts – the recording studio

and penthouse area.

This is where you'll find your main target – a rich kid dweeb fronting a band recording

their album, who was bailed out of a murder he almost certainly committed by his media

mogul father.

You're also tasked with killing the lawyer who did the bailing, whom you will find on

the ground floor.

I won't go too much into the specifics of this mission because like I say, it's pretty

similar to the Paris mission.

In that way, whilst it perhaps feels a little derivative, it at least has that focus of

its geography acting as a puzzle for the player to solve.

What I will say is that this map is perhaps the most a Hitman level leans into its opportunity

system since the second training level.

You see, the situations 47 gets himself into here are truly, truly absurd.

This is a level where you can dress yourself up as the drummer of the band and play a drum

solo in order to get close to the singer.

Either that, or you can impress the overzealous producer by essentially writing the band's

song before replacing the microphone with one that will electrocute the target.

I've said a lot that would have you believe I really don't like the opportunity system,

but this isn't necessarily the case.

What I like most are the absurd situations the game's mechanics allow you to create yourself

due to the uncanny nature of the people within these maps.

That said, these scripted scenarios can be funny and do show the developers to have a

real sense of comedic timing, so at the very least they're all worth checking out (in fact

the game incentivises it by rewarding you with unlocks that allow you to replay the

mission with different starting disguises and the like).

Maybe it's just because I myself am a musician and do a lot of audio engineering/production

work, but I found these particularly funny because it's not merely the systems that are

uncanny here, it's that the scripted situations are so distant from what real music is actually

like.

Just imagine for a second the idea that not only can 47 be dressed as a random crew member,

but he can actually write the goddamn song for the band!

Why is 47 such a renaissance man and how weren't we notified of this before?

Also, why is this supposed control freak producer giving such power to a random crew member?!

Why are the other crew members applauding you as opposed to saying "who the hell is

this"?!

Isn't this 47 drawing a lot of attention to himself?!

Most importantly, I wasn't aware of the fact that writing music was as simple as selecting

pre-recorded waveforms from a tiny 4x4 grid?!

I've been doing music all wrong!

There are so many questions this opportunity in particular raises that it's legitimately

almost metatextual.

It's SO absurd, so distant from the realities of making music, that even though it's a total

step-by-step way to take out your target that requires next to no creative input (perhaps

except getting the microphone in the first place), I just can't help but absolutely adore

it.

It even builds the persona of 47 in some interesting ways, writing the absurdity of the scenarios

directly into his character.

Ultimately, whilst Bangkok keeps on doing the Hitman thing, it's undeniably a helluva

fun time.

It helps that the map is nice to look at too, which is something that cannot be said for

the next map in the game – Colorado.

This map, for me, is unfortunately as much a low point as Marrakesh was.

No doubt it plays with the formula Hitman has been building up through the last four

missions, but ultimately it represents the idea that sometimes Hitman fails to follow

through on some of its bold ideas.

We saw this with Marrakesh, with the fact that you had the potential of a rioting crowd

apparently baying for blood, whilst it ended up serving the same purpose as any other crowd

in the game.

Here, the potentially compelling differentiator between this and other missions is the fact

that you now have four targets instead of the typical two.

What's more, you're in an apricot farm turned right wing militia compound.

This is a zone filled with paranoid maniacs armed to the teeth, so you're not even afforded

the liberty of exploring unrestricted areas of the map before executing on a plan to make

your way further in.

Here, every area is supposedly restricted and hostile.

This could have been an incredible way of raising tension – not only do you have more

targets, but you now have to rely on stealth and cover mechanics to get through the compound

unnoticed, whereas before you could just rely on the disguise system in order to carry you

through.

Unfortunately, this doesn't work thanks to two factors – one is the game's save system.

When you die, you're given the option to restart or to load a save.

The game autosaves at regular enough intervals that you're always given a wealth of options

to choose from should you mess up and want to fix a particular mistake.

This is an excellent quality-of-life inclusion, for sure, but it also completely removes any

tension from the fact you have to kill double the targets.

Now, of course you can just choose to replay the entire mission again when you die, but

it's a totally arbitrary, self-imposed challenge – there's no reward for getting through

without loading a previous save, so you're basically just choosing to roleplay at this

point.

A possible solution could be to remove the autosave system and rely on manual saves,

like in most previous Hitman games—allow a player to start from a position of great

difficulty and reduce it if they have problems with the challenge rather than the other way

around.

As it stands, the save system means that it doesn't really matter if there's one target

on a map or ten targets.

Now, the other way the mission completely removes the sense of heightened tension is

the fact that, if you head into the compound via the closest unguarded route (which, hey,

you're going to do), then a useable disguise is a mere subdued guard away.

The guard moves to a perfect position to take him down and get his costume unnoticed, so

why wouldn't you?

This disguise can get you through most of the compound as well (or at least to the points

where you can get other disguises), so you really have no reason not to pursue this option.

This map was sold as maybe the most difficult mission yet, so it's disappointing to have

so little importance placed on the means by which the developers tried to implement that

difficulty.

Aside from this though, the map itself just isn't particularly interesting.

It's almost completely flat – there are a couple of points at which you can get higher

up, but it really serves very little purpose.

You can survey just as much of the map from the ground as you can from these points of

elevation.

Even when you do survey these places, they have the same problem as Marrakesh—nothing

feels like it affects anything else.

Really, there is no reason the map should be this big.

There's the living quarters, the barn where the training exercises take place, the garage,

then there's pretty much just the house at the back in terms of notable areas.

Aside from that, there are a few little spots on the map here and there where people congregate,

such as an explosives range or a greenhouse, but no area outside of the house really feels

vital here.

The targets seem to stick to their own little spaces on the map (Maya at the barn or the

Michael Myers looking guy sticking to the area around the house, for example), so everything

feels pretty segmented and inorganic.

I guess there's not really a whole lot to say about this map to be honest.

The flat nature of the map I suppose could contribute to a feeling of constantly being

visible, which could heighten tension, but I never got that from this map.

As I stated previously, the systems this level introduces in order to increase the challenge

are rendered fairly meaningless by other mechanics within the game and the way the mission is

designed.

I think, upon further thought, that I might like this mission less than Marrakesh—at

least that had some colour to it and the feeling of some kind of hustle and bustle.

It just ends up feeling drab and lifeless in a way which totally runs counter to the

playful, fun tone of other missions.

It's a good thing, then, that the map which follows Colorado might have ended up as my

favourite map of the entire game.

It reminds us that Hitman works best when it combines the mischievous tone and tactical

stealth gameplay rather than focusing on just one.

As such, Hokkaido acts as a perfect way to close out the season.

Drab is certainly not a word you could use to describe this map, which takes you to a

top secret medical facility in the snowy mountains of Japan.

That said, my thoughts on this mission were initially a little conflicted.

I enjoyed the look of everything, with the crisp, striking aesthetic straddling the line

between relaxing and sterile that you'd expect from a top-of-the-line facility such as this.

I couldn't help but feel, however, like this final mission (in which you have to eliminate

both a traitor to your organisation, the ICA, and a lawyer who is threatening to leak details

regarding it) perhaps felt a little... anticlimactic.

It always felt like the maps were introducing something new up to this point—Paris familiarised

the player with the disguise system, Sapienza placed the player in a much larger environment,

Marrakesh introduced much larger crowds (even if it failed to do much with them), Bangkok

focused on opportunities, and hell, even Colorado tried to up the tension with double the targets.

Whilst the map failed on that front, it felt weird to find Hokkaido differentiate itself

by subtracting something that felt like a development of the season's challenges.

However, the beauty of the Hokkaido map lies in the fact that upon closer inspection, this

return to the more basic mission design of previous episodes falls in line with the increased

focus of its map design.

Hokkaido features two key areas—perhaps a low amount considering Marrakesh had the

bazaar, the market, the school, the party, the embassy and TV studio, etc.

Where Marrakesh went wrong, however, was that these areas all felt entirely disparate with

nothing done in one area affecting anything else in another.

It was all too much to feel in any way cohesive.

Hokkaido, however, features only a spa and general recreation area, as well as the medical

facility itself.

Both are a short enough distance away that they don't feel entirely separate from one

another, with this sense of cohesion being heightened by the level's unique connective

tissue—the AI controlling the facility, KAI.

In the spa area, this AI presents itself in the fact that access to certain rooms requires

certain costumes—this isn't just a means to slip past guards here, the key to certain

doors is hardcoded into what you are wearing.

It's not only high security areas either—the guest rooms require 47 to don the robes of

that particular guest.

This actually presents some interesting challenges—certain opportunities require items within these rooms,

for example, as well as items stored in your own room requiring your original costume to

access again.

In the medical facility, however, the AI controls the machinery performing heart surgery on

your target, making sabotage an attractive option.

On top of this connective tissue, though, the two sections of the map force the player

to consider totally different methods of approach, which ends up encapsulating the entire Hitman

experience in an incredibly focused way.

In the spa area, you have the more playful, absurd approach with lower level guards being

less able to see through most disguises.

You can run around this area fairly freely, taking your time and experiencing suitably

dumb scenarios such as poisoning your target with fugu fish, giving them yoga lessons,

or taking the place of someone receiving plastic surgery to look like Helmut Kruger from the

Paris fashion show.

Move onto the medical facility itself, and suddenly you have the tense stealth-oriented

side of the coin.

Guards are much higher-level and increased in numbers.

The corridors are tight and the medical staff will see through almost any disguise that

isn't the facility director himself.

The clever thing about this area is that there is no challenge in finding your target—he's

in plain sight on the operating table, spotlight and all.

It's just that with the multiple guards and doctors walking around and the viewing areas

above the theatre itself, the challenge then becomes one of getting close enough to eliminate

him when all eyes are on him.

Now, does this remind you of something?

It's the same scenario as the very start of the Paris fashion show, where Novikov is paraded

down the stairs as soon as you enter the mansion.

The game has essentially come full circle at this point—using similar scenarios, but

trusting that the player has, over the course of the game, internalised the quirks of its

systems to a point that they will approach it in a different way.

It all comes back to the core of the stealth mechanics of the game—the key is not simply

to avoid line of sight, but to blend in with the people surrounding you as best as possible.

In this sense, the fact that the target is so isolated and immobile actually makes him

more of a threat than almost any target previously—it's a nice escalation of challenge.

Now, the easiest way to deal with this is to lure the facility director into a secluded

area within the spa area and then sabotage the AI within the medical facility, but this

might be difficult for some to manoeuvre given the route that particular character takes—seemingly

always in eyeline of someone else, giving you little opportunity to strike.

What I like about this is not only the ingenuity required of the player to interrupt this scripting

(as has been instilled in you through multiple missions by this point), but the fact that

by achieving this goal in one part of the map, your playstyle for a completely different

part of the map changes entirely.

However, this is just one example of many in which the purpose of the two areas intersect,

and how this forces the player to adapt their playstyle.

There's no other map that really achieves this sense of cohesion and focus quite like

Hokkaido and I think for that reason, it's my favourite map in the game which acts as

the perfect way to round out an incredible first season.

So, after all of this, what can we learn going forward?

Well, I think principally, it's the idea that bigger is not always better.

The high points of the season often ended up being the smaller, more focused maps.

Clearly there is no reason these environments can't end up feeling more expansive than the

more sizeable environments—you just need to ensure that every part of your map serves

a purpose.

If you can, design your environments so that different areas require different playstyles

to be experimented with.

The core of Hitman combines a tactical, nail-bitingly tense stealth experience with a playful, absurd

sense of humour—the best missions in the game required me to carefully balance and

adapt to these two seemingly contradictory playstyles.

Finally and perhaps most importantly, let your mechanics do the talking.

Sure, those first two tutorial stages were effective, but Paris felt so much more organic

in the way it carefully guided the player towards certain scenarios without having to

hold their hand too much or just straight up tell them what to do.

It also allows for funnier, more emergent moments of player driven narrative as they

mess around with the AI and routing systems than any guided Opportunity ever could, no

matter how funny those might actually be.

Essentially, the strength of the game lies in giving up some control and trusting in

the player to find (and sometimes even construct) these moments themselves.

If the devs take these lessons away from what is still an unbelievable opening salvo (even

at its lower points), then I don't think there's any prospect that could get me more excited

than another season of Hitman.

Phew!

If you've stuck around this far, then I really hope you enjoyed what I have to say about

a game that I still can't stop playing.

If you're picking up the disc version released at the end of January, just know that you're

in for a hell of a treat.

Also, I hope you enjoyed this slightly different approach to the kind of video I typically

make.

I probably won't do a whole lot of these just because of the time this took, but it was

a whole lot of fun to experiment with the longer format (also, if longer format videos

are your thing, check out Joseph Anderson, Thinreaper, ShayMay, Matthewmatosis and Novacanoo—they

were all certainly big inspirations for how I approached this piece, so thanks guys!).

At this stage I'd just like to thank all of my patrons for their continued support.

The amount of names I get to list here seems to grow every week and I couldn't be happier

about that fact.

Honestly, without your support, taking the time to experiment with and produce a long

form piece like this simply would not be possible.

Hell, the show as a whole wouldn't function without you.

If you like my videos, even the smallest pledges help me more than you can possibly know.

If you can't or don't want to, however, I'm just happy you're watching the videos.

In fact, I think on a special occasion like this, I'm going to list you all out individually

just to express my unending gratitude!

So, without further ado, HEY IT'S

ALL

THE

PATRON NAMES.

Once again, thank you all so much—you've no idea how much your support means to me.

And with all of that said, I'm Hamish Black and this has been Writing on Games.

Thank you very much for watching and I'll see you next time.

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