Thứ Ba, 1 tháng 8, 2017

Waching daily Aug 1 2017

Welcome to another OpenMW release commentary!

The OpenMW team is proud to announce the release of version 0.42

of our open source reimplementation of The Elder Scrolls 3: Morrowind.

As always, this video will cover changes in our engine.

If you want to know more about progess on our editor, OpenMW-CS, there is a second video available.

Before we start, I want to point out two important facts about the OpenMW project:

First of all, OpenMW is already in a fully playable state.

As of now, you are able to complete the main quest,

finish the expansions' questlines,

advance through the ranks of all factions,

and hunt down each and every single side quest in the game.

Looking at our main goals for version 1.0, there are only a handful missing features

-- mostly AI-related stuff and some eye candy --

separating us from a complete reimplementation of Morrowind's original engine.

And the best thing is: Since OpenMW is a new engine created from scratch,

we are free to eliminate every design bug of the vanilla engine

and improve certain aspects of the game without the need for dirty hacks or third-party software.

To sum things up: OpenMW has almost reached its main goals for version 1.0 and is already fully playable.

Secondly, there seems to be some confusion about OpenMW's versioning scheme,

making people think that the version number is equal to a percentage value.

That's definitely not the case!

Instead, OpenMW uses the so-called "Semantic Versioning".

A version indicator consists of three numbers:

The first one represents the major version

and is increased when there are changes that make OpenMW incompatible with earlier versions.

As I mentioned before, we haven't reached all of our main goals yet

which is why we always have a leading "0" regardless of compatibility issues.

The second number indicates the minor version

and is increased with every release until we hit a new major version.

In fact, this release is the 42nd minor release of our engine.

Finally, the third number marks maintenance releases

which patch our engine in the rare case of severe errors introduced by a former update.

Oh, and we often skip this number in order to save time we then put into OpenMW's development.

Okay, enough preliminary information

-- grab your towels and follow me through the change log!

OpenMW version 0.42 fixes various issues with the lighting.

For example, your character's preview in the inventory window now properly displays light particles

which is particularly visible with equipped light sources.

Our last update introduced shadows for items in your inventory.

Unfortunately, these shadows weren't cleared in certain GUI windows, e.g., the Alchemy window,

making them stay forever unless you restarted OpenMW.

This bug has been fixed.

Another issue is the maximum number of light sources which can affect an object at the same time.

This number is currently set to 8 -- which is a limitation of our fixed-function rendering pipeline.

When the number of light sources in-game exceeded 8, OpenMW previously prioritised the sources by distance from the camera.

As you can see in my slightly extreme test setup,

this makes the light coming from the more powerful yet remote braziers pop up in a very annoying way.

With this release, OpenMW also takes the intensity of light sources into account

which vastly improves the lighting in most vanilla situations

-- and even in my test setup.

In the original engine, magic projectiles emit light.

This feature has finally made its way into OpenMW

-- a nice addition to the fixed magic effect sounds and animations from the previous release.

Please note that I had to turn down the in-game light in order to present this issue.

Why are there torches and light spells in Vvardenfell when nights are brighter than in modern cities?

In the past, enchanted arrows only triggered their effects when hitting an actor.

The vanilla engine, however, also allows you to aim area effect arrows at the ground in order to hit enemies nearby.

We've adopted this behaviour in version 0.42.

And if you try to be clever: Indirect hits are still considered your fault.

Moving on to water-related issues.

Listen!

Can you hear the wind blowing through the rocks at Azura Coast?

Ah, nice.

And the sound of water rush

-- hey, wait!

There are no passive water sounds in OpenMW!

Don't worry.

Our sedulous developers have already implemented that feature in version 0.42.

Much better, don't you think?

Slaughterfish are the most annoying creatures in Morrowind

-- right after Cliff Racers, of course.

Simply jump in a pool of water and watch those bloodthirsty little bastards coming right after you.

I guarantee you: When this happens to you for the third time, you'll just leave the water and make for the dry and waterless Ashlands.

However, this wouldn't solve your issue in previous versions of OpenMW

because the game would still think you were in combat even after getting out of the water.

In order to prevent any player from turning paranoid, the current release fixes that issue.

There aren't and have never been flying Slaughterfish chasing their enemies over the island in OpenMW!

Ehm, yeah.

In Morrowind, your character may summon creatures to fight alongside their master for a certain amount of time.

Some of these servants formerly ignored and were ignored by water creatures -- e.g., the abovementioned Slaughterfish.

This bug is fixed now.

Still no reason to leave your home without a spell of Water Walking.

You will also realise that armed creatures didn't automatically equip shields in the past, heavily compromising their own defense.

The current version solves that issue.

Many of Morrowind's quests require your character to escort an NPC from point A to point B.

Especially at larger distances or with many enemy encounters, you may want to camp every now an then in order to recover.

In the past, this would make your companion stop following you, if you saved and reloaded your game afterwards.

This behaviour has been fixed in the current release.

Moreover, player followers or escorters weren't attacked by enemies in previous versions of our engine.

This issue has been fixed as well.

I'm curious what Fargoth's opinion on that matter is.

In order to demonstrate the next issue, I have re-enacted a typical fight scene in Morrowind:

My character is surrounded by roughly a billion Cliff Racers which are all eager to get their share.

-- But watch how our most beloved enemies tear each other apart instead; a well-crafted former feature of OpenMW.

Alas, the current version vastly improves the combat AI to prevent that kind of friendly fire.

Good luck on your future adventures on Vvardenfell!

A last note on combat:

You may use the Command spell effect to make enemies fight alongside your character for a certain amount of time.

Unfortunately, this mechanic was previously broken in OpenMW.

With version 0.42, the spell effect works as intended.

And don't ask what that Cliff Racer is going to do once the spell effect wears out.

*sigh*

Let's be honest, Vvardenfell isn't the most vivid place to be.

At least, NPCs wander around in their default locations, dropping some lines now and then.

However, in the, ehm, subconscious effort off making the world more dynamic,

OpenMW developers took the NPCs' wandering to extremes by forcing an almost non-stop movement.

The current release reduces the NPCs' walking quota to a more vanilla-friendly level.

-- We'll see how that step affects the overall healthiness on Vvardenfell.

In the past, many players encountered dramatic FPS drops in certain areas

because of flaws in our physics system, namely the collision handling.

With a bit of trial and error, the performance impact can be seen even on my super-fast new PC setup.

We have since rewritten parts of the physics code in order to improve collision detection and movement solving

which drastically improves OpenMW's performance in these situations.

Moreover, actors get stuck less often now and your character's movement in narrow places feels much smoother.

Another issue with collision could make your character get stuck in doorways or unable to climb certain stairs.

The switch from cylindric collision shapes to capsular ones in version 0.42 fixes these issues.

Finally, your character was able to move through dying actors in previous versions because there was no collision applied to these anymore.

Actors now keep their collision shape until the death animation has finished playing, preventing you from further dishonouring their corpses.

Okay, we are done with the mundane changes of this release.

Let's move on to the real blockbuster:

With version 0.42, OpenMW provides distant terrain!

This feature makes it possible to reveal much more of Morrowind's terrain in-game while keeping your FPS at a high level.

Please note that distant terrain, of course, only affects TERRAIN.

-- Static objects, or even creatures and NPCs, need dedicated methods for simplifying meshes or textures and aren't displayed at greater distances.

In order to enable distant terrain in OpenMW, head over to your local OpenMW directory,

open the settings.cfg file and add the Terrain section to your settings.

Below that, add a new line where you set "distant terrain" to "true".

OpenMW will now render terrain up to the viewing distance which is set in the Camera section.

You may calculate this value by using the displayed formula.

If you want to know more about OpenMW's settings, check out our online documentation at readthedocs.io.

You can find a link in the video description below.

Back to distant terrain:

When this feature activated, the engine loads and unloads terrain on the fly.

As you can see, there are several levels of detail which are loaded depending on the distance from the camera.

This is even more visible with OpenMW's greatest feature:

the wireframe mode!

I've recorded the same scene several times using different view and cell loading settings.

As you can see, the transition between fully loaded cells

-- i.e., all objects are loaded and all scripts and AI routines are running --

and additionally loaded distant terrain is quite obvious, especially for a low number of loaded cells.

However, the performance impact is quite small considering the amount of rendered terrain because, yes, there are no additional objects, scripts, or AI routines.

When you further increase the amount of loaded cells, the distant terrain becomes a real horizon, making the transition much smoother and less distracting.

The only thing I miss is a proper fog shader -- and guess what: Several community members are already working on fog shaders for OpenMW.

To cut a long story short:

If you like greater view distances and have a decent PC, distant terrain on a grid of 7x7 loaded cells leads to very good results.

If you don't like how Vvardenfell seems to shrink at greater view distances or if your PC is a bit older,

distant terrain on lower grid sizes may be an option but will eventually lead to empty land in the distance.

You'd be better off waiting for some kind of distant statics to arrive.

Oh, and I should mention that the current implementation is much more sophisticated than the distant terrain previously featured in the Ogre3D version of our engine:

It looks better, loads faster, uses less memory, and does not suffer from glitches.

-- A great addition to OpenMW's graphical capabilities, and another big step towards version 1.0.

That's all for now.

We already have a good amount of solved issues for version 0.43, so expect a new release in the not too distant future.

On a side note, TES3MP, a fork of OpenMW focussing on introducing multiplayer capability, has been making great progress.

While things are still in closed alpha testing right now, a working implementation of NPC and creature synchronisation has already been achieved.

Moreover, players are able to solve quests together as their factions and journals are also being syncked now.

If that weren't enough, plug-ins are also synchronised,

and recent tests show no issues playing even the most complex mods, such as Tamriel Rebuilt, as long as the mods themselves are compatible with OpenMW.

Stay tuned for a TES3MP release in the near future.

If you want one of the upcoming releases to be version 1.0, consider contributing to our project:

We always need players who test our engine and report bugs or make feature requests.

We also need developers to implement these changes.

If you are skilled in C++ and want to work on our engine or on our editor, OpenMW-CS, please register at our forums and introduce yourself.

You could also help us with code documentation at the beginning and start coding yourself when you've become familiar with our code structure.

Finally, to all of you:

Please spread the word about our project.

We know that our engine lacks the fancy graphics of Skywind and that it will reveal its full potential only after version 1.0 has been released

-- but first we have to get there, and every help is welcome!

Don't forget to check out the, once again, very short release video for our editor, OpenMW-CS.

We hope to get more progress on the editor's side in the future.

Also consider reading through the official release notes for more in-depth information, and visit our forums on openmw.org.

See you next time; and as always:

Don't panic!

Oh freddled gruntbuggly,

Thy micturations are to me,

As plurdled gabbleblotchits,

On a lurgid bee,

That mordiously hath blurted out,

Its earted jurtles,

Into a rancid festering confectious organ squealer.

"I play the whole game like this, personally."

"If you haven't played through the main quest yet with pathgrid rendering on in wireframe mode, you're missing out."

For more infomation >> OpenMW 0.42 Release Commentary - Duration: 18:32.

-------------------------------------------

Actors Who Were Forced To Take Roles They Never Wanted - Duration: 5:20.

Making big-budget blockbuster movies is a complicated and insanely expensive endeavor.

And keeping the Hollywood machine running sometimes requires lengthy contracts to ensure

that the famous faces that attract theater-goers keep making their magic on the big screen.

But this means sometimes the high-profile actors attached to these projects are actually

working against their will, contractually obligated to take on a role they'd rather

not.

Actors such as ...

Jennifer Garner in Elektra

After the financial success of 2003's Daredevil, attention turned to a spin-off focusing on

Jennifer Garner's character, Elektra.

Daredevil writer and director Mark Steven Johnson discussed bringing Kevin Smith on

board to help with the screenplay, and Garner gushed in interviews about possible paths

the storyline could take in the sequel she was already under contract to complete.

Unfortunately, sometimes even the best-laid plans go south, and 2005's Elektra didn't

live up to anyone's expectations.

Johnson was replaced as the writer and director, the film bombed at the box office and was

panned by audiences and critics, and Garner herself even told her ex-boyfriend Michael

Vartan that the movie was "awful."

In an interview with US Weekly, Vartan explained, "She had to do it because of Daredevil.

It was in her contract."

Mike Myers in The Cat in the Hat

Following his first Austin Powers movie, Universal signed Mike Myers to appear in what was to

be a comedy based on his "Dieter" character from Saturday Night Live.

"I'm so full of anticipation that my genitals have sucked up into my body cavity."

He backed out of the part due to issues with the screenplay, which launched a series of

legal battles between the studio and the star.

Eventually, the sides reached an agreement—one that obligated Myers to play the title character

in a live-action adaptation of Dr. Seuss' The Cat in the Hat.

Myers reportedly made no effort to play nice while on the set; his co-star Amy Hill revealed

that he acted like a "hermit" and a "diva" throughout the whole production.

The end result was so underwhelming that Dr. Seuss' widow, Audrey Geisel, stated in 2004

that she'd never allow Hollywood to make another live-action adaptation of one of his books

again.

Jessica Alba in Fantastic Four: Rise of the Silver Surfer

When you agree to play a major character in a superhero movie, you'd better be prepared

to play that same role again in the future—even if the movie is a flop.

This was the case for Jessica Alba, who played Fantastic Four team member Sue Storm in the

2005 Fantastic Four movie.

Because of her three-movie contract, Alba was obligated to return for the 2007 sequel,

Rise of the Silver Surfer—an experience she hated so much that she actually considered

quitting acting for good.

Daniel Craig in Skyfall and Spectre

He's been enormously successful in his role as British spy James Bond, but Daniel Craig

has always been brutally honest about why he hates playing the character—and why he

keeps doing it.

After the release of Skyfall in 2012, Craig admitted that he was never keen on becoming

Bond in the first place, saying, "I've been trying to get out of this from the very moment

I got into it."

During the 2015 promotional tour for Spectre, Craig turned the Bond hatred up a notch, responding

to the prospect of more sequels by saying he'd rather "slash [his] wrists" than appear

in another Bond film, and saying if he did, it would just be "for the money."

In July 2017, the Mirror reported that Craig will indeed cash in and stay on to play Bond

for the fifth time, despite his well-publicized disdain for the part.

Roy Scheider in Jaws 2

He rose to worldwide fame with his role as Police Chief Martin Brody in 1975's Jaws,

but Roy Scheider wasn't particularly excited to reprise his role in the 1978 sequel.

So why was he the only member of the original cast to come back for the second Jaws film?

Simple: he was contractually obliged.

"I'm telling you and I'm telling everybody at this table that that's a shark.

I know what a shark looks like, because I've seen one up close.

And you better do something about this one, because I don't intend to go through that

hell again!"

Scheider had signed a multiple-movie contract with Universal Studios, and they'd originally

cast him as the lead in 1978's The Deer Hunter.

Unhappy with the script, he dropped out of the film, and was replaced by Robert De Niro—but

because of that contract, Universal was able to force Scheider to reprise his role as Chief

Brody in Jaws 2.

Marlon Brando in Désirée

You would think Hollywood legend Marlon Brando always got a say in which movies he made.

But even Brando had to deal with contractual obligations—perhaps most infamously when,

as a result of a lawsuit filed by a producer, he was forced to appear as Napoleon in 1954's

Désirée.

But Brando didn't take it lying down.

According to one biography, he made a point of "forgetting his lines or reciting them

with a nasal pseudo-British intonation and creating havoc between takes," including "squirting

extras with a fire hose."

According to Brando's costar, the late Jean Simmons, upon the film's release, Brando was

amazed at the movie's success, which included two Oscar nominations, one for art direction

and the other for design.

Had Brando put some effort into his role, he probably could have garnered a nomination

for himself ...

"I coulda been a contender!

I coulda been somebody."

Thanks for watching!

Click the Looper icon to subscribe to our YouTube channel.

Plus check out all this cool stuff we know you'll love, too!

For more infomation >> Actors Who Were Forced To Take Roles They Never Wanted - Duration: 5:20.

-------------------------------------------

Things About Sesame Street You Only Notice As An Adult - Duration: 5:12.

Most parents of young children probably have a bit of a love-hate relationship with Sesame

Street.

On the bright side, it's an educational show that you can let the kiddos tune into guilt-free

while taking care of other things around the house.

But on the other hand, its characters have so much staying power that you might soon

find your whole life consumed by the strange fascination little ones seem to have with

Elmo.

The series has been a childhood hallmark for generations, since the first episode aired

in 1969, and it's been going strong ever since.

But the experience of watching the show does tend to change quite a bit when you go from

a kid learning numbers from the Count to an adult sitting in for yet another episode on

your precious day off.

Here are some things you might notice about Sesame Street that probably fly right over

your kids' heads.

Risque references

Although Sesame Street has long retained its kid-friendly rating, there have been a few

very adult pop culture references slipped into the skits.

The sexy novel series Fifty Shades of Grey, for example, was one Not Safe for Kids nod

that got a mention in the series.

"I'm just reading this book Fifty Shades of Oatmeal. yea.

One beige, two tan.

WOW!

This is steamy stuff!"

You may also pick up on some Game of Thrones thrown in there, which is so violent even

adults might get squeamish over some scenes, which was parodied on Sesame Street as well.

"That is the Game of Chairs, HOZOR"

Clearly, producers know how to dial down any eyebrow-raising materials to make them suitable

for young minds, but it's clear that the show does try to give a nod to the entertainment

interests of the adults in the room as well.

Speaking of which …

Choice celeb cameos

For most of the kids watching Sesame Street, Elmo, Abby Cadabby, and Cookie Monster are

celebrities enough to satisfy their own viewing interests.

But the show still tends to bring in some of the most relevant pop culture personalities

of any given moment to join in on a skit or a little lesson, using only their first names.

"Sorry Mr. Jon, Elmo can't talk right now."

Even musical acts that toddlers have definitely never heard of often come into play to put

together some solid sing-song instructionals.

"This letter's U, you know it's true."

Just like those surprising bits of source material mentioned before, it's clear these

cameo selections are meant to entertain caregivers in addition to children.

The low-key couple

The rumor that Bert and Ernie are more than just platonic roommates may have been officially

debunked, but they really do give off some pretty serious couple vibes.

"Alright I get the hint.

I will get you a glass of water."

"Would you do that for me Bert?

Oh... What a nice guy Bert is."

People have speculated for years that there's more to the citrus-colored roommates than

meets the eye, and it seems that adults read a lot more into Bert and Ernie than kids do.

Perhaps it has something to do with all the accidental innuendos.

"Every time the bed starts tapping, something special's gonna happen."

Sesame Street Workshop's Gary Knell said of the suspicions, "They are not gay, they are

not straight, they are puppets.

They don't exist below the waist."

While Bert and Ernie might not get a happily ever after, Sesame Street has still made its

support of the LGBTQ community clear.

The show has stated that it celebrates all families and even tweeted an homage to the

rainbow flag during Pride Month.

"That's great Bert …"

"It is?"

"Yea, because now my orange and your banana can be friends."

Touchy subjects

Like any long-lasting variety show, Sesame Street has had to adapt to a changing social

and political atmosphere over the years.

But what may surprise adult audiences is how well they tend to tackle certain sensitive

matters, like divorce and, most recently, the introduction of an autistic character

to the puppet pals bunch.

One of the standout moments was this early commentary on racism …

"Tully, There are just some really stupid people in the world who can't stand it to

see when people of different races are friends."

Sesame Workshop has also put together episode specials that help kids understand complex

emotional experiences like grief, military deployments of parents, and even the incarceration

of a loved one.

One particularly challenging topic the show did not shy away from was the aftermath of

the terror attacks on September 11th and how kids can cope with witnessing trauma.

With the help of the city's Fire Department, the show aimed to reinstill a sense of safety

in those little ones affected by the events.

"Would Mr. Bill like to know a secret?"

"What?"

"Elmo was scared before but Elmo isn't scared anymore."

So, in addition to helping kids learn their ABCs, parents might notice that the show also

offers a unique toolbox for them to approach some of the weightier issues children might

face growing up as well.

"You're getting stronger, smarter, kinder on Sesame Street"

Perhaps the lyrics of the closing credits number aren't meant for just kids either.

Thanks for watching!

Click the List icon to subscribe to our YouTube channel.

Plus check out all this cool stuff we know you'll love, too!

For more infomation >> Things About Sesame Street You Only Notice As An Adult - Duration: 5:12.

-------------------------------------------

King of the Dancehall - OFFICIAL TRAILER - Duration: 1:59.

Dancehall...

...the hottest dance in all of Jamaica.

All of them Rihanna and Beyonce videos,

all they dance moves originated right here

in dancehall.

♪♪

Sim simma

Who got the keys to my bimma?

♪♪

Everything good, my mommy good?

Could be better.

We about to fix that, though, right?

All of the people, break it down.

♪♪

Ain't another place like this on the planet.

Dangerous...

with good people.

I don't really dance.

Oh, are you too gangster?

Sink and stand,

Sweat, tears, work fast

and hard.

You got that last money I sent you?

I did.

I might need to go in for another operation.

I've got a plan.

Ten million dollar dance clash.

You're going to win that dance competition

and bless so many.

This gangster's all serious about this dancehall.

You answer to me.

I answer to nobody.

♪♪

Your team, they're ready for this.

All dance...

all money...

we was all-star.

Make some noise, Jungle. Make some noise!

Ten million dollars dance-off!

One good thing about music,

when it hits you, feel no pain.

♪♪

For more infomation >> King of the Dancehall - OFFICIAL TRAILER - Duration: 1:59.

-------------------------------------------

02.SIERPIEŃ 2017..URODZINY BARBARA 60LAT. - Duration: 4:31.

For more infomation >> 02.SIERPIEŃ 2017..URODZINY BARBARA 60LAT. - Duration: 4:31.

-------------------------------------------

beach (noun) - Duration: 1:07.

beach (noun)

an area of sand or small stones (called shingle), beside the sea or a lake

tourists sunbathing on the beach

a sandy/pebble/shingle beach

a beach bar

See related entries: Rivers and lakes

Extra examples

He walked along the beach.

She lay on the beach and read her book.

The island group has over 230 miles of pristine tropical beaches.

They met at the beach.

They sat on a grassy hill overlooking the beach.

a beautiful golden beach stretching for miles

She met him in a beach bar.

She took the kids to the beach for the day.

There are miles of beautiful sandy beaches.

To the south is West Bay, a small port with a shingle beach.

We could see tourists sunbathing on the beach.

For more infomation >> beach (noun) - Duration: 1:07.

-------------------------------------------

MAIA: VOTAÇÃO DA DENÚNCIA CONTRA TEMER ESTARÁ "RESOLVIDA" AMANHÃ À TARDE - Duration: 4:14.

For more infomation >> MAIA: VOTAÇÃO DA DENÚNCIA CONTRA TEMER ESTARÁ "RESOLVIDA" AMANHÃ À TARDE - Duration: 4:14.

-------------------------------------------

MAKITA – Power Makes all the Difference - Duration: 0:33.

Power.

Well being a striker you always have to have a lot of strength.

To get past them and push them around; to get past the back line to score goals.

Power for me plays a big part in my game.

Being a center back obviously I want to be powerful and I want to be able to push forwards

off the ball and I think that being powerful and being intimidating in a way is obviously

big for defenders.

For more infomation >> MAKITA – Power Makes all the Difference - Duration: 0:33.

-------------------------------------------

📕 The Story behind: The Evil Within (English Subtitles) 📝 - Duration: 5:44.

"The Evil Within"

Also known as "Psychobreak" "サイコブレイク"

The Survival-Horror Game from "Tango Gameworks"

By "Shinji Mikami", the creator of "Resident Evil"

"Sebastian Castellanos", Krimson City police detective

Goes to a crime scene located at the "Beacon Memorial Hospital"

With his partners "Joseph Oda" and "Juli Kidman"

The crime scene was a gruesome mass murder!

And the place was seemingly deserted

And through the hospital CCTV, "Sebastian" sees

Some K.C.P.D officers running from an unseen enemy!

They were brutally killed!

And their killer was by a supernatural, hooded man

Who then appears behind "Sebastian" and attacks him Knocking him unconscious!

"Sebastian" then awakes in the basement of the Hospital

To find himself thrown into an unreal world, into a nightmarish world!

Suddenly, "Sebastian" hears a high-pitched noise!

A massive earthquake takes place in "Krimson City"

Monstrous Creatures manifests and the Hooded-Man appears again!

Getting more deeper into this world,

"Sebastian" encounters doctor "Marcelo Jimenez"

Who was searching for a patient "Leslie Withers"

Dr. "Jimenez" is the brother of "Valerio Jimenez", Leslie's original doctor!

He performed before experiments on the patients of "Beacon Mental Hospital"

He was the hospital's head, but he disappeared under mysterious circumstances!

Later, Dr. "Jimenez" identified to "Sebastian" the Hooded-Man as "Ruvik"

"Ruvik" wich his real name was "Ruben Victoriano"

A person with heavily various burns and scars!

Have the power of "Teleportation" and "Superhuman Speed"

His own goal was to torments all those who come into contact with him!

While playing with his sister "Laura" in a barn

"Ruvik" witnessed Laura's death, she was killed!

And he was severely burned after the barn was set on fire As an act of revenge against their parents!

Deeply traumatized over Laura's death,

"Ruvik" killed both of his parents

Took control of their fortune!

And continued to "donate" money to "Beacon Mental Hospital"

In exchange for test subjects for his experiments into the human psyche!

He created "STEM"!

Wich in it, he can physically travel back into his memories

And live his life again with "Laura"

A machine capable of uniting minds into one with one influencing mind at its center!

"Sebastian" partners were "Joseph Oda" and "Juli Kidman"

Elsewhere, "Kidman" was forced to relive memories of her indoctrination Into an organization known as "Mobius"

But later, it was revealed that "Kidman" is an undercover agent

Sent by "Mobius" to retrieve "Leslie" from Dr. "Jimenez"

"Jimenez" had been working with "Mobius" on a secret project "STEM" A project designed by "Ruvik"

But "Jimenez" activated "STEM" without "Mobius" permission

After noticing Ruvik's work! Wich let the entire agency hunt him!

When Dr. "Jimenez" was aided by "Sebastian"

He tried to use "Leslie" to return to "Reality"

He realized that "Ruvik" wants to transfer his mind to a compatible host To escape into the real world!

"Ruvik" created a beast that killed "Jimenez" eventually "Kidman" finds "Leslie" first

And she tried to prevent "Ruvik" from using him as a host! "Kidman" tried to turn against "Mobius"

But she didn't succeeded!

But then "Sebastian" finds "Leslie" and guides him back to the Hospital

"Kidman" tries to convince him that "Leslie" has to die!

But "Ruvik" gets hold of "Leslie" very quickly and absorbed him!

A gigantic creature created from Ruvik's subconscious tries to kill "Sebastian"

But he defeats it and wakes up in the bathtub

He pulls himself off the machine and removes Ruvik's brain from the "STEM"

The "Police" and the "S.W.A.T." reinforcements arrive

While "Sebastian" exits the hospital, noticing "Leslie" walking out of the main gates

A headache hits "Sebastian"

Wich was a sign of Ruvik's influence on subjects within the "STEM"

Meaning that "Ruvik" has returned to the Real World

To take revenge on the organization that betrayed him!

For more infomation >> 📕 The Story behind: The Evil Within (English Subtitles) 📝 - Duration: 5:44.

-------------------------------------------

Bay Focus - Carlos Perdomo and Sharon Perdomo - Duration: 28:31.

For more infomation >> Bay Focus - Carlos Perdomo and Sharon Perdomo - Duration: 28:31.

-------------------------------------------

beak (noun) - Duration: 0:37.

beak (noun)

1 the hard pointed or curved outer part of a bird's mouth

synonym bill

The gull held the fish in its beak.

See related entries: Parts of animals

2 (humorous) a person's nose, especially when it is large and/or pointed

3 (old-fashioned, British English, slang) a person in a position of authority, especially a judge

For more infomation >> beak (noun) - Duration: 0:37.

-------------------------------------------

beach (verb) - Duration: 0:34.

beach (verb)

Verb Forms

beach

beaches

beached

beaching

[transitive, intransitive] beach (something)

to come or bring something out of the water and onto the beach

He beached the boat and lifted the boy onto the shore.

a beached whale (= one that has become stuck on land and cannot get back into the water)

Không có nhận xét nào:

Đăng nhận xét