Amazing Modern Chic Tiny House on a Farm by Perch and Nest
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Carla's Dreams - Praf de Stele | Nocturn: Act 1, Scena 4 - Duration: 2:46.Alone in the night, alone during the day.
Better this way than havin' a baby with a beard or basically havin' anyone whose only pride is what they have between their legs.
And it's not even his merit that he was born this way.
If I wanna, he'll take me anyway.
When I wanna and for how long I wanna and how I wanna.
And it's easy. It's so simple.
Women are fools.
Men are weak, too in your face and predictable..
Too reliant on size, on ego, too much the same.
So in love with themselves that they named their supreme selfishness `Love`. And they believed it.
And the girls, the fools, for flowers, poems or diamonds, cars and expensive holidays or simply for an infantile romance, they give in completely.
They have kids, clean up the house and wait for them.
Who am I fighting?
The self-declared rulers of the world and the ones that followed like sheep.
In fact, it's not a fight, it's more of a.. Passive resistance.
And they call me easy, whore, slut..
Only the ones that don't have me.
The others, they call me life, desire, addiction, even mommy sometimes.
Men are too weak. Women.. Too stupid.
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Root Pack Farming Simulator 17 Mods - Duration: 23:22.Farming Simulator 17 Mods
Landwirtschaft Simulator 17 Mods
Farming Simulator 17 Mods
Landwirtschaft Simulator 17 Mods
Farming Simulator 17 Mods
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Inexpensive Incredible Tiny homes with 2 Lofts for sale $17K - Duration: 1:58.Inexpensive Incredible Tiny homes with 2 Lofts for sale $17K
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5 Natural Remedies for Gastrointestinal Halitosis|HFE♪ - Duration: 11:42.5 Natural Remedies for Gastrointestinal Halitosis
Gastrointestinal halitosis is bad breath that stems from the stomachand therefore is usually harder to control, since it's not enough to just get rid of bacteria in your mouth.
And because it causes a strong, foul odor, it can be embarrassing and quite distressing.
While it doesn't always indicate any serious health issue, it's important to find out if it does, or if instead it's just a symptom of an imbalance in your stomach pH.
Therefore, today we'll share a few of possible causes with you and then offer 5 effective natural remedies that will help you get it under control in no time.
Keep reading!.
Causes of Gastrointestinal Halitosis.
There are several different digestive problems that are related to this type of halitosis.
Although you may not always see all of the symptoms, it's important to keep them in mind as possible causes. .
Ulcers.
When ulcers are caused by bacteria, they can cause bad breath.
Sometimes they are caused by Helicobacter pylori, which normally lives in your digestive system.
Check out this article: Natural Treatment for Gastric Ulcers.
Gastroesophageal Reflux (GERD).
Gastroesophageal reflux is a condition in which stomach acids go up your esophagus, where they don't belong.
It alters your mouth's natural pH and makes your breath smell bad.
In fact, it also can weaken your teeth and erode them.
Bacterial Imbalance.
In your stomach, there naturally are healthy bacteria that help create a protective barrier against harmful microbes.
When there is an imbalance, harmful bacteria will grow and trigger digestive issues,including bad breath.
Skipping Meals.
Skipping a meal can cause gastrointestinal halitosis.
The reason is that your stomach sends acids to your throat and mouth in a way that affects your natural pH.
Digestive Difficulties.
Eating foods that are hard to digest can cause inflammation, intestinal gas, and bad breath.
Waste can accumulate in your liver and colon, producing substances that cause the foul odor.
Natural Remedies to Treat Gastrointestinal Halitosis.
While gastrointestinal halitosis should be seen by a doctor, these natural remedies can make your digestive system healthier and control your uncomfortable symptoms.
Mint.
This wonderful medicinal plant can help control excessive production of stomach acid and keep bacteria from growing.
It can counteract bad breath and regulate the pH of your saliva. .
Ingredients.
1 teaspoon of mint (5 g) 1 cup of water.
Instructions.
Add the mint to a cup of boiling water.
Cover it, let it sit for 10 minutes and strain it.
Drink 2 or 3 cups of mint tea per day.
Parsley and Apple Cider Vinegar.
Since it's rich in chlorophyll, parsley is one of the best remedies for gastrointestinal halitosis.
Get the most out of it by adding a little bit of organic apple cider vinegar, which will regulate your stomach acid.
Ingredients.
2 branches of parsley 1/2 cup of apple vinegar (125 ml).
Instructions.
Soak the parsley in the apple cider vinegar for 10 or 15 minutes.
Remove the parsley branches and chew them for 3 minutes.
Repeat after brushing your teeth.
Warm Water with Lemon.
Warm lemon water, a classic, is a natural way to improve unhealthy stomach acid levels.
Ingredients.
Juice of 1/2 lemon 1 cup of water (200 ml).
Instructions.
Add the lemon juice to the warm water.
Drink before breakfast and again in the afternoon.
Fennel Seeds.
Fennel seeds have the power to improve your digestion and keep good bacteria at healthy levels.
Ingredients.
1 teaspoon of fennel seeds (5 g) 1 cup of water (250 ml).
Instructions.
Pour the fennel seeds into a cup of boiling water and cover it.
Let it sit for 15 minutes, then strain.
Drink up to 3 cups of fennel tea per day.
Repeat until your gastrointestinal halitosis has gone away.
Cardamom.
Cardamom is a well-known remedy for flatulence and inflammation.
It also helps with bad breath.
Ingredients.
1 teaspoon of cardamom (5 g) 1/2 cup of water (125 ml).
Preparation.
Add the cardamom to a half cup of boiling water and cover it.
Let it sit for 10 minutes, then strain it.
Drink one cup of cardamom tea after every meal.
Do you have gastrointestinal halitosis? Try these simple natural remedies and don't let bad breath interfere in your social life!.
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Romina Power, Al Bano le regala dei fiori e poi l'abbraccia forte | Wind Zuiden - Duration: 6:38. For more infomation >> Romina Power, Al Bano le regala dei fiori e poi l'abbraccia forte | Wind Zuiden - Duration: 6:38.-------------------------------------------
Why Resident Evil 2 Could Become the Perfect REmake - Duration: 33:29.Translating a joke from one language into another is a challenge I don't envy translators for.
Oftentimes, a word-by-word translation can make the soul of the joke get "lost in translation".
[Leon] Not Good.
A skilled translator knows when it is better to instead change the content of the joke slightly,
in order to get the intended emotion across in a way that works better in the target language.
Creating a REMAKE for a critically acclaimed video game for a completely new generation - is in many ways very similar.
Ever since The Remastered version of the first Resident Evil was released in early 2015
and this overhaul turned out to be an excellent refurbishment of one of the most iconic horror games of all time
that managed to modernize pretty much every aspect of the game it was based on without taking any of its... soul away
fans of the series have been pleading Capcom to give Resident Evil 2 the same treatment:
a complete technical overhaul of the first appearance of Leon Kennedy and Claire Redfield in the Raccoon City Zombie crisis
that doesn't take away from what made the original such a phantastic experience at the time.
And it didn't take long until fans got official confirmation from Capcom:
In August 2015 - Capcom officially confirmed that a Remake is in development.
[Yoshiaki Hirabayashi] We do it!
A very fortunate turn of events, of course, since Hideki Kamiya - the director of the original Resident Evil 2,
and among others also the director of games like Devil May and Okami,
had stated that he'd been trying to convince Capcom to remake RE2 for a long time already
and that the idea behind it was to fundamentally refurbish and improve the core of RE2
in the same way that the 2002 GameCube Remake had done for the first entry in the series.
The remake that is widely considered to be the superior version of the game
and among fans considered to be one of the most polished game experiences ever conceived.
Now, after this announcement in 2015 - we didn't hear any news about the Resident Evil 2 Remake for a good 3 years
and many people already believed that it might have ended up in development hell; since Capcom seemed to focus on other projects in the series.
Like the HD Remaster of the Spinoff Resident Evil 0
and the 7th entry in the series, Resident Evil 7: Biohazard.
But on this year's E3 we finally got an official trailer and several long gameplay demos of the Remake that's scheduled for January 2019.
From what we've seen so far - this remake looks visually absolutely stunning;
Capcom is employing the same graphics engine as Resident Evil 7
which delivers some truly impressive and incredibly atmospheric visuals.
But despite that - what we've been shown surprised a lot of people with a simple twist:
This Remake - while telling the same story as the original Resident Evil 2 - changes the genre.
Or at least the "game-mechanical" genre.
Resident Evil 2 2019 was turned from a fixed-camera-angle tank-control survival horror title
into a Resident-Evil 4 like over the shoulder 3rd person action survival horror game.
And despite a lot of very positive reactions to this reveal
of course it also caused a certain backlash of disappointed reactions -
or fans who saw this development as a big red flag.
And I mean... if we look at the gradual decline of the series ever since the shift to 3rd person
the scepticism is more than granted.
[grunts and punches boulder]
Now, remake culture has been pretty ubiquitous, not just in the game industry, but generally in media for a good while
and when it comes to crisping up fan-favorites for a new audience
(let's not mince words - with the unanimous primary goal of repurposing old goods into new means to print money for large, IP holding companies)
I consider myself generally sceptical
- and mostly would describe my stance as "carefully optimistic" at best, when a remake is announced.
Because if a remake of a critically acclaimed and unanimously respected piece of entertainment
is approached by the right people with the right philosophy -
the results can be absolutely amazing.
But very often, that's not the case.
Now since the Resident Evil series has always been one of my fondest game franchises
and my memories of the second game are still filled with nostalgia induced euphoria,
I've been analysing the whole situation for a good while,
followed interviews, trailers and articles; and read between the lines as much as possible
and pretty sincerely came to the conclusion that from what we've been shown so far,
this RE2make is chock full of green flags all over the project.
Now, of course - this game has not been released, yet.
There is still a LOT that can go wrong in the final product.
Balancing, pacing, technical issues and many other aspects might very well turn out to be disappointing and lackluster in the end.
I'm aware of that.
But with this video, I'd like to show you why I find myself, for a change, in the enthusiastically optimistic camp
and why I believe that Resident Evil 2 2019 might just become the perfect remake we never asked for.
Trust is earned when actions meet words.
Trust in a game developer, though, is a weird concept.
Especially when we're talking about large teams in [mockingly] "Triple A" studios,
because it is asking to put your faith in a group of people that is so large and consists of so many individuals
that it's - logically - almost ludicrous to be certain that they'll reliably deliver something
that will, in the end, hit your personal taste on the spot.
Yet, it's everything from uncommon that game developers,
by consistently showing that they both understand their field, their audience and the craft at the heart of their creations
that people develop something like a blind trust in their ability to deliver exactly what they stand for.
Great examples are how Nintendo has always been unquestionably trusted in making people happy with each new iteration of their core staples,
like the Zelda franchise or... well, Mario Kart for instance.
Or the complete dominance of LucasArts when it came to the development of the most acclaimed point and click adventure games in the 90s.
Pretty much everyone I knew at the time just blindly bought new games of them without reading anything about them when they came out,
just because they successfully established this reputation of reliably delivering 'the best of the best'.
And they pretty much never disappointed.
Capcom... used to have this kind of trust when it comes to Survival Horror
... for a good while.
Being the ones who literally invented the genre and subsequently delivered extremely high quality iterations of that formula.
They continuously showed a great feel for how their own staple had to be
and, that's the most important part here - evolved.
Especially every time when the original creator Shinji Mikami was on board, the series made an enormous leap in quality.
The 2002 gamecube Remake of Resident Evil
which is actually the version that the remaster from 2015 was based on
is widely considered to be the far superior version of Resident Evil.
It overhauled pretty much everything: graphics, controls,
acting, level design, enemy design, balancing and it even altered the story.
For instance it brought the tale of Lisa Trevor to the lore
which adds an incredible amount of depth to the backstory behind Spencer Mansion that fits the story like a glove.
It's still my favorite part about the entire Resident Evil lore to be honest.
What I'm hinting at here is that - although people were at the time scared of the fact that major parts of the original would be altered
- like especially the story
it turned out that this Remake brought Mikami's original vision so much closer to reality.
My point is: A remake is especially valuable when the core vision of the original game was ... for various reasons
not possible to realize at the time of its conception.
The streak went on until Resident Evil 4
and Mikami knew for a long time that it was time to shift the genre into a more dynamic camera system
and he also knew full well that this shift into a new mechanical genre necessarily *had* to bring changes in pacing and overall orchestration to the table
if the Resident Evil formula was to be evolved into a new era.
Resident Evil 4 was overall far more focused on action than all of its predecessors -
but the change in setting and overall themes, as well as a plethora of very clever game design choices
made it into one of the most acclaimed video games of all time.
But after this... the trust in the series slowly began to fade
Mikami eventually left Capcom and the direction of the series gradually shifted more towards action and spectacle
which was strongly influenced by ... money.
By the recurring fact that the yearly Call of Duties were repeatedly breaking every sales record in media history.
So Capcom thought it a good idea to gradually turn their flagship IP into a horror-themed Call of Duty.
Many people weren't really happy with that - myself included -
despite Resident Evil 5 being an objectively "good game".
But the shift more and more towards action made people wary of what was to come.
Resident Evil 6 then confirmed that the series was in a complete identity crisis.
It tried to deliver a little bit of everything - tried to make everyone happy
with the result that it ended up disappointing pretty much everybody at the same time.
The game was such a mess that the universal trust in Capcom was lost by a big part of the audience.
Now where am I going with this - if you know my videos, you might have a hunch.
Because last year - almost exactly 5 years after the launch of Resident Evil 6,
we finally got the seventh iteration: Resident Evil 7: Biohazard
and after it came out, I made an almost hour-long video gushing about why this game so brilliant.
If you're interested - link's in the description.
What's most important for this discussion right now is
that this was a game which I approached with exactly the kind of "careful curiosity" I talked about earlier.
Capcom stated that they intended to fully reboot the series in its roots - and that confused a lot of people at the time.
Their confusion grew even stronger when it turned out that this game would be played,
unlike any other game in the series before, from a first person perspective.
Of course, you know fandoms, the outcry was loud
but what I'm getting at is that - in the end, director Koshi Nikanishi had done everything right.
Now ... if you don't personally like Resident Evil 7 for whatever reasons you might have, that is of course 100% legit and okay.
But what is indisputable is that this game delivered exactly what it promised.
Not just despite, but among other things *because* of the shift into the first person perspective.
Series' creator Shinji Mikami had on numerous occasions stated that his original vision for the first Resident Evil was to make a game controlled from a first person perspective;
but in the PS1 era the technology was light-years away from what it would have needed to deliver what he had envisioned.
Resident Evil 7 finally delivered on that
and it went further - it created a completely new and unknown menace that players simply couldn't place.
This was an incredibly important part of what made the original so scary - the unknown
something that later iterations simply weren't able to deliver anymore because ... the evil was already well-known.
There was almost no other option for the developers of newer iterations of the series than to turn the series gradually towards action.
Because the discovery of "what's going on here?"
was already taken away by all the predecessors that had firmly established the zombie-and-virus-lore
to pretty much anyone who has ever touched a video game controller.
Resident Evil 7 made exploring an unknown mansion scary and nebulous again.
And if you think about the fact that the game is, in many ways, structured exactly like the original game
you could even say that Resident Evil 7 is, thematically, a second remake of the first game. Minus the core story.
My point is - the way they pulled this game off - and the Remaster of the first Resident Evil
managed to re-establish a part of this age-old trust in Capcom when it comes to survival horror for me.
Capcom had shown that they were back on track to treat the series for what it is
instead of trying to shoehorn it into something it's not in the hopes of bastardizing it to cash in on a market it doesn't belong in.
If an old game is remade - the main motivation behind it is...
Well.. to make money...
But aside from that - what makes a remake ... worthy?
Let me completely wreck the upvote downvote ratio of this video by explaining why I think
that 2016 Reboot of Doom is a far superior remake than this year's revamp of Shadow of the Colossus.
Since the originals of both of these games were absolute cornerstones of their respective time in video game history,
one has to ask, how do you translate a milestone video game into a new generation?
Now, let me say that up front - the 2018 remake of Shadow of the Colossus is a really good game.
It is technically meticulous, it's polished, it plays well and it tells one of the best stories in video games to date.
You technically can't do much wrong with it, right?
But it still... was to some people a... somewhat unfaithful remake.
The reason for that is because it does the very disposable thing that so many remakes do:
It simply takes the old game, refurbishes its assets, modernizes its control scheme and then puts it on shelves.
It goes the "safe route" and by that, it loses a portion of the original's soul on the way.
It's like the good joke that gets lost in translation.
What it fails to achieve is to take each individual element of the original game at face value and ask, fundamentally
"What is it that made this element work in its own timeframe?
"What does it add to the experience and... what IS the experience that the original aimed for with it?
"Why is this here?"
And then take each of these elements individually and translate their core emotional purpose
to a new technical and cultural generation of video games and gamers.
SotC's remake polishes all the graphics into glorious super high definition -
everything is rendered crystal clear and the once mysterious landscape that used to be shrouded in atmospheric fog has now a near infinite viewing distance.
This air of mystery of the original, of exploring a land that is untouched by anyone before you in eons -
the abstract feel of the environments and the opaqueness of the world you explore; it is all kind of gone now.
Everything gets shoved in your face now because we don't have technical limitations anymore, right?
But sometimes, technical limitations are a good thing.
The strange, physics based controls of the original were notably wonky and sometimes difficult to handle.
It created a power-dissonance between the player and the colossi.
Your horse agro was not directly steered with your analogue stick but responded to your touch and reacted like a living being that you communicate with.
All this in the remake has been made simple, direct and far more comfortable in the new game.
But this treats the original as if the team around Fumido Ueda simply wasn't skilled enough to create a smooth and easy control scheme.
It completely ignores that the deliberate disempowerment was a core aspect of the intended experience.
There is a fantastic video essay by Michael Saba about the power of deliberate player disempowerment that I recommend here for further reading
link's in the description!
There are more aspects in the - objectively good - Shadow of the Colossus Remake that caused core parts of the game's soul to be lost in translation.
To quote Heather Alexandra from her video for Kotaku on the subject:
Now - if you compare that to 2016's Doom
which is technically far more than a remake - it is a full-on reboot of the Doom franchise.
But the thing it does right is that it doesn't just take a title that was perfectly tailored to a specific era in video game history
both technologically and culturally
and simply slapped a new coat of paint on top of it, refurbished the controls a little and called it a day.
This remake took every single aspect that made the original great into individual jigsaw pieces
translated what they meant at their core into updated or new elements realized with contemporary technology and game design knowledge,
or sometimes outright discarded them - and then in the end worked on creating a completely new experience tailored to make those new jigsaw pieces fit together seamlessly.
The result is a completely new game
- but it managed to create an experience that comes very close to how the original Doom "felt" at the time
but for modern audiences.
This is exactly what Resident Evil 7 achieved.
because it is, as I said before, at its core, a remake of what the original Resident Evil used to be when it came out.
It also managed to pull that off while fundamentally changing the game mechanical genre of the game,
while preserving the soul - the "emotional" genre of the game.
The 2015 remaster was a service for die-hard fans to relive the most polished version of the original story possible in a fresh coat of paint....
(and notice how one of the most controversial "improvements of this one was the option of having camera-relative controls as opposed to the traditional tank controls -
which made the game, just like the new Shadow of the Colossus, far easier to control,
but which took away a lot of the core challenge and appeal of the original)
while 7 was the first step in bringing the series into a new generation.
And that... is exactly why the shift to a 3rd person perspective
is an absolutely brilliant choice for a remake that wants to translate Resident Evil 2 into the modern generation of survival horror.
Now - why not just keep the tank controls and make a simple remaster you might ask?
It worked for Resident Evil 1, didn't it?
The reason is - tank controls are and have been for a long time - outdated and very very unnatural to control.
Resident Evil 1 is a game that is completely and entirely built around the tank controls;
which is why a remaster instead of a remake was a good choice for this one.
But Resident Evil 2, already when it launched attempted everything it could
to be something more.. or different than the first entry in the series.
It employed the same technology but already understood that the unknown menace of "zombies" was not as mysterious anymore.
So it already attempted to shift towards a more exhilarating pace and designed new, completely unknown enemies
that perfectly underlined this marriage of hi-octane and claustrophobia.
But as great as the game was at the time, I distinctly remember, even back then playing the game with my friends,
that we already though how cool it would be to free-roam in the raccoon city police department;
to play this game from a first person perspective. (That was what we thought at the time...)
The environment is almost perfectly suited for that
and it already felt that the game wanted to be far more than it was technically capable to at the time!
The greatest challenge for the developers with this re-envisioning of this classic
is to fundamentally deconstruct the original Resident Evil 2 and ask what each piece contributes to the whole -
what lies at the core of all of the respective elements - and then take this as a mission statement for each segment, each mechanic, each enemy type, the control scheme and the level design
and even down to things like sound and graphic design.
To learn from the mistakes and loud feedback to games like Resident Evil 6 that attempted
but ultimately failed at translating the soul of the series into a new generation;
that didn't really know what it wanted to be and ended up being nothing special in any way.
And especially when you hear and read what the developers are sharing about the project so far
the entire thing, as I already said, is full of green flags.
Let's look into it.
Resident Evil 2's producer Yoshiaki Hirabayashi -
(who was by the way also involved in the acclaimed and beloved GameCube remake of the first game)
stated in numerous interviews the meticulous process at the heart of
"recapturing the spirit of the original PS1 release and bring it to modern systems:
In an exclusive interview with videogamer.com, Hirabayashi stated:
On the subject of feedback to previous titles, he added:
This interview gives a good idea of how serious the developers take the task to respecting the soul of the original game
- instead of just 'writing over it'.
In an interview with Polygon, producer Tsuyoshi Kanda talked at great length and far more detail
about more refined challenges that the new technology and the transition to a 3rd person camera angle brings to the development of the game.
Some of the most important aspects he goes into shows that the team is really on top of things.
For instance the fact that the shift to a 3rd person camera perspective
which means that you are always able to freely look around and see the rooms you're in from every angle
takes the ability of the developers for some of the classic cheap tricks of fixed camera angle games away.
You're no longer able to hide enemies in plain sight;
enemies that might be right in front of the protagonist but that the player simply can't see due to the very cinematic angle of the camera.
This of course puts up a great challenge:
when rooms in the original were specifically designed to hide certain threats from the player's view to create a sense of menace,
in a 3rd person over-the-shoulder environment, the same core emotion has to be recreated with different tricks.
Kanda talks about employing means like lighting, particle effects like smoke and deliberate level design that achieves the same sensation in the player;
but this time it doesn't feel like the game is tricking you.
And we can already see that backed up in the gameplay that we've been shown so far
so that is good circumstantial evidence for the credibility of their statements.
He also mentions their goal to make the controls feel heavy enough
to strike the balance between feeling comfortable enough to not feel outdated,
but at the same time making them imprecise and bulky enough to give you the feeling that you're not in a competitive tournament shooter
but in a life and death situation controlling an actual, sometimes thoroughly intimidated, human being.
To not artificially constrain the players with outdated camera and control schemes,
but at the same time establishing a very similar - or an even more menacing sense of claustrophobia and helplessness in the face of this zombie apocalypse.
All of this has already been achieved to great effect in Resident Evil 7 before.
Despite its shift to first person - the design supported the claustrophobic feel of the origins of the series:
the gun feels comparably slow and clumsy, not like in a Call of Duty
but like someone who's not super adept in shooting a weapon would handle a firearm.
And the level design and general layout of the mansion offered dozens of places where potential threats could hide
which made traversing the environment constantly tense and scary.
It showed that they understood how to translate.
One of RE2's main challenges, Kanda states,
is to make the zombie that's completely ubiquitous in media these days - scary again.
And from what we've seen so far - the developers are doing a fantastic job.
The iconic scene of Leon in the Raccoon City Police Department, in its best moments, comes close to photorealism;
that comes from the weighted and realistic feel of Leon's movements and his almost intimate closeness to the camera,
as well as the fantastic use of things like lighting, animations and effects.
The environment is darker and far more menacing in tone than the original
but at the same time, it manages to carry over this same sense of urgency and danger.
Something that, from what we can see so far works wonderfully
is the responsiveness of the enemies depending on where you shoot them
you're able to make them stumble and topple over with aimed shots at the legs
which we can especially see in Claire's gameplay demo.
Which can be used strategically to stall the mutant at her heels that is far too strong to defeat in a single encounter.
It manages to translate the same sense of danger of the original scene that it references,
but it susccsessfully converts if to a new machanical genre, effectively.
And the animations look not just plain fantastic.. but are efficient in supporting all of this.
All of this - underlines exactly what I've been talking about
- exactly what should be at the core of making a worthy remake:
Taking what's great about a game that defined a generation - and translating its essence to a new one.
Now, another tiny thing that seriously gets my hopes up...
in all the footage we've seen so far, I haven't spotted a single jump scare...
that makes me happy...
I know there are definitely people who like cheap jump scares
and especially a lot of developers who equate lazy scares with good horror experiences...
but seriously; the fact that the developers of the RE2make didn't even once stoop to this trite, overused horror trope speaks volumes!
And about the decision of changing the main characters' attires...
and especially in giving Claire... more clothes in general...
seriously, do you *really* think it's a bad thing that video games have finally grown up enough
to not exclusively cater to horny boys anymore?
Now, the gist of this is... no matter what we're shown,
everything that's added to the pile has so far made me more optimistic and excited.
Not just for the quality of the remake in general - but also in a greater sense...
here's a long term fan of this series that felt let down by the direction it took for such a long time
that after a now seamless streak of great comebacks has regained a big part of this childlike trust he once had in Capcom.
But seriously, this is actually just me trying to rationalize my hope that Capcom might really... finally...
after years of confusion and despair among the fanbase
be in the middle of actually giving survival horror the CPR it so desperately needed.
So, thank you for watching the entirety of my long ramble about why I believe that Resident Evil 2 could become the perfect remake
that firmly cements the franchise - and in extension the whole genre of survival horror - back into the center of attention.
But as much as I attempted to support my opinion
- because that's all what it still is in the end, an opinion -
with observation and proof, the game... isn't out yet.
We've only seen a fraction of it and many things could still end up being disappointing in the end.
So I'd really love to hear your thoughts - what do you think about the shift to 3rd person?
What's your impression of the remake so far and are you equally enthusiastically optimistic as I am?
Or are you among the sceptics and see loads of red flags? Let me know what they are.
Because ultimately - to paraphrase producer Tsuyoshi Kanda one last time:
The franchise by now is so huge that there are an endless amount of different expectations to
"what makes a good Resident Evil" to so many different people that it's ultimately impossible to make everyone happy.
Let me know in the comments below what a *good* Resident Evil is for you!
And *if* RE2make should really turn out to be a complete failure
and all my excited ramblings turn out to be for naught in the end -
then you have my permission to...
[Vampires] Shame! Shame! Shame! Shame!
[Vampires] Bad Vampire! Shame!
This channel is funded by the generous support of my Patrons.
If you'd like to help out as well, follow the link in the description or click the card in the top right to hop over to my Patreon.
This month a special thanks goes out to:
[To join: patreon.com/RagnarRoxShow]
Until next time: Ta ta!
-------------------------------------------
The Ubiquitous Sound That You May Have Never Noticed - Duration: 8:03.For some reason or another, I find elevators to be pretty fascinating.
I'm partial to glass elevators because they give you a glimpse of their mechanisms,
like the door operator that sits atop the cab and...
operates the doors.
Or the landing doors themselves, with this one marked UL
which I think stands for "unsightly lever".
I think part of why I find them so interesting is that we very much take them for granted
when they're often packed with interesting technologies.
Many are simply platforms atop a hydraulic ram.
Others like these are suspended by cables
which (usually) loop around a large drum-like thing at the top of the shaft,
which with the help of the counterweight moves the cab
in either direction without expending much energy at all.
Then there are weird hybrids like this.
Seriously, this is weird.
Two pistons on either side, and what's with the the cables here?
Anyway, limit switches help tell the controller where the cab is, safety interlocks prevent
the elevator from moving unless all the landing doors are closed and locked, and lots of other
neat things work together to make these moving boxes functional and safe.
In this video, I'd like to highlight a simple accessibility feature that's nearly everywhere
(in the US at least), but that you might have never noticed.
The Americans with Disabilities Act defines an elegant solution for the blind that is
obvious once you know what it is, but that may have simply never crossed your mind.
Most elevators will have some sort of indicator for which direction it's going.
Often you see them in the hallway, in which case they are called hall lanterns, and I'm
sure you'll have noticed that it lights either the up or down arrow
(or other shape).
They're not always in the hall, though, sometimes they're inside the elevator itself.
In either case, they usually make a sound.
But have you ever really paid attention to that sound?
Many elevators will chime to announce their presence.
Take a listen:
[ding]
Now, that chime isn't there just to be pleasant.
It has a very important purpose.
For the majority of us with sight, we can see which elevator has arrived
and which direction it's going.
But not all of us are sighted.
You'll have likely noticed the braille adjacent to the floor buttons or the call buttons.
Elevators after all are an accessibility device, and to be accessible to the blind, the braille
is added.
But that chime is also an accessibility device.
Pretend for a moment that you don't have access to any visual information.
Here's how that chime can help.
You've pressed the down call button, and now you're waiting for the elevator to arrive.
The one on your left arrives,
[chime]
but you know not to get in it.
You haven't heard the right sound.
[chime, chime]
Ah, that one's yours.
In the US, in order for an elevator to be ADA compliant, it needs to produce a single
audible signal for the up direction
[chime]
and a double audible signal if it's going down
[chime, chime]
You might be surprised how nearly universal this is.
Here's just a small sample of elevators which follow this convention.
I shot all of these with just my phone, so apologies for the quality.
This elevator is signalling up.
[ping]
Now the same elevator going down.
[ping]
[ping]
This one's going up.
[bing]
And now down.
[bing]
[bing]
Up.
[ting]
Down.
[ting]
[ting]
And now, a bunch more, all going down.
[ring]
[ring]
[bwang]
[bwang]
[doot]
[doot]
This one wants to be extra sure you got the signal.
[DOOT]
[DOOT]
[bwawnng]
[bwawnng]
[deet]
[deeee]
[bong]
[bong]
[ding]
[ding]
In some of Schindler's Lifts, you'll discover a signal that isn't just the same sound
twice, but a two-tone version that's definitely not obnoxious.
[Ding-Dong]
Then, someone at Otis decided to copy them, but make the sound barely audible.
[tin-
kle]
Of course there are others that not only chime twice
[fing]
[fing]
but then just come right out and say
which way they're going.
[Going down] (in the smarmiest voice imagineable)
These are really great for the visually impaired, because you'll not only know that the elevator is
*going down*
but also that it has reached the
*first floor*.
But on the landing, just a simple audible cue is enough.
In fact it can be so simple that it's just ringing a bell.
[clang]
[clang]
I'm a big believer in accessibility features like this, in fact that's the main reason
I caption nearly all of my videos.
And I really love subtle, almost unnoticeable things like this.
Maybe you have noticed a double chime before.
And maybe you already knew what it meant.
But many people, in fact I'd wager the majority, haven't yet put two and down together.
What inspired this quick video was a clip I heard on the radio.
A crowded office building, and an elevator arriving with a Ding Ding.
The subject aks, is this going up?
And I, in sync with the passengers, said "no, down".
I really don't know when I first learned this little tidbit but ever since it's been
kind of a neat novelty.
And it's also fun to find the exceptions.
In fact, I live in a building which is bucking the trend.
In a lot of older buildings, there may not have been a signal of any kind.
So, to make their elevators compliant, a signal is added in the cab, right next to the door.
Now, these elevators were updated in the last five years or so from their original 1970's
equipment (which sadly removed what I'm sure was a charming floor indicator in favor
of this boring thing).
And right here you'll find a new-looking pair of arrows.
But you'll also see that they don't do anything.
This is what they're probably supposed to do.
[synonym for ding I haven't used yet]
It's my guess that the residents in my building got fed up with this noise (it is after all
fairly loud) and got the elevator company to disable it.
And the chime is probably integral to the indicators, as I see no reason to disable
the lights in any other case.
But now these elevators aren't technically ADA compliant.
Oops?
It may have been better to lower the volume if possible, as the chime only needs to be
10 decibels above ambient sound levels.
That's how Otis gets away with this.
[tin-
kle]
Anyway, now you know why the elevator sometimes chimes twice.
It usually just means it's going down.
I'm curious to know if this is a standard around the world.
It seems like it could be, but a little web searching (admittedly very little) didn't
turn anything useful up.
To the 56% of my viewers that aren't in the US, please leave a comment to your country's
practices in this matter.
I be a wee bit curious.
Thanks for watching.
Now if you'll excuse me, I need a lift.
♫ excruciatingly smooth jazz ♫
Oh sure, ThyssenKrupp, those are totally real dot matrix LED displays.
Definitely real.
While trying to get some footage of these elevators being all busy-like, I happened
to film what at first I thought was a malfunction.
But then, the landing doors opened and hotel team member started cleaning the top of the cab.
I gotta give props to this hotel because they (apparently fairly regularly) are mopping
the tops of these elevators to keep them nice and clean.
By the way, this was the winner in my mind for the most pleasant chime.
[bong]
[bong]
That is aside from this.
[clang]
[clang]
I'll take a mechanical bell any day.
That's a good idea.
-------------------------------------------
Understeer circle DRIFTING! | Safe-driving training in Austria [EN subs] - Duration: 2:56.Hyundai is closing up the exercise and then uphill turning.
Step on the gas! On the gas!
That's it! Excellent!
That's it! Super!
I almost though you'd slide-off.
See, first pull took you back.
Try it again and we're wrapping up.
Come on!
Get out of the car for a sec. I'll show you what you can do with your car.
So that you see it on this surface.
Change your seat as guest-passenger.
Camera is recording?
Camera is recording?
I won't adjust my seat.
With this car you can also do it on this slippy tar.
You have to feel it. If it doesn't respond on its first try, you just pull it again!
Get it?
I just pull it again. I'll pull the brake twice.
And here you don't have to worry about your tires, because...
The surface is so slippy.
And that was too much.
Get it?
Relax. If it's not skidding enough, just pull it again.
This place is great for that.
Mainly in M BMWs it's working easily.
If you find some similar place, you won't damage your tires.
This is how they do it in WRC. But I'm just a beginner.
Watch me how many times I pull the brake.
And drive around the safety cone.
Well, I touched it with one tire.
You have really great car.
You can also do it on dry surface, but it damages your tires.
This surface is so slippy, that even your shoes are slipping.
The surface is worn out pretty much.
Here you are.
Okay. Thanks!
-------------------------------------------
[basique] ★ étudier le coréen 한국어 공부 ♥Leçon 1 ♥ - alphabet coréen - consonnes et ㅇ-이응 ieung (-ŋ) - Duration: 0:31. For more infomation >> [basique] ★ étudier le coréen 한국어 공부 ♥Leçon 1 ♥ - alphabet coréen - consonnes et ㅇ-이응 ieung (-ŋ) - Duration: 0:31.-------------------------------------------
[basique] ★ étudier le coréen 한국어 공부 ♥Leçon 1 ♥ - alphabet coréen - consonnes et - ㅈ 지읒 jieut (tɕ- ) - Duration: 0:31. For more infomation >> [basique] ★ étudier le coréen 한국어 공부 ♥Leçon 1 ♥ - alphabet coréen - consonnes et - ㅈ 지읒 jieut (tɕ- ) - Duration: 0:31.-------------------------------------------
[basique] ★ étudier le coréen 한국어 공부 ♥Leçon 1 ♥alphabet coréen - consonnes et - ㅊ 치읓 chieut (tɕʰ-) - Duration: 0:31. For more infomation >> [basique] ★ étudier le coréen 한국어 공부 ♥Leçon 1 ♥alphabet coréen - consonnes et - ㅊ 치읓 chieut (tɕʰ-) - Duration: 0:31.-------------------------------------------
ENES BATUR'DAN AÇIKLAMA GELDİ ! ENES BATUR ♥️ Enes Batur Psikolojik Kışıkırtma - Enes Batur Final - Duration: 18:19. For more infomation >> ENES BATUR'DAN AÇIKLAMA GELDİ ! ENES BATUR ♥️ Enes Batur Psikolojik Kışıkırtma - Enes Batur Final - Duration: 18:19.-------------------------------------------
10/23/18 11:09 PM (4128 Missouri J, Hayti, MO 63851, USA) - Duration: 15:02. For more infomation >> 10/23/18 11:09 PM (4128 Missouri J, Hayti, MO 63851, USA) - Duration: 15:02.-------------------------------------------
The Secret To Scary Sounds - Duration: 8:58.this video is sponsored by CuriosityStream.
hey, welcome to 12tone! it's almost Halloween, the only holiday I actually bother to celebrate
on this channel.
In the past we've talked about how horror movies use sudden, high notes to startle you
and long, low notes to create a sense of unease, but this year I want to do something a little
different and take a look at what they do to those notes.
specifically, I want to look at every metalhead's favorite effect: distortion.
I suspect you know what it sounds like, but how does it actually work?
well, in order to understand that, we first have to talk about one of my favorite topics,
sound waves.
these come up a lot on this channel 'cause I'm a huge tuning nerd, but most of the time
I'm just talking about the frequency of the wave.
this is a measure of how many times per second it hits your ear, and it's what determines
the note's pitch.
today, though, we're gonna have to look at another feature of sound waves: shape.
basically, while frequency tells you how long the pattern takes to repeat, shape tells you
what it's doing in that time.
technically speaking, sound is a pressure wave moving through air, and the way that
pressure changes over time can have a profound impact on what we hear.
probably the simplest shape is the square wave (bang) which just switches on and off.
here's a slowed-down approximation: (bang) this is fairly common in older electronic
music because it's really easy for a simple computer to generate, but it doesn't actually
sound particularly pleasant.
the sudden shifts from low to high and back again feel unnatural and more than a little
uncomfortable.
remember that, it'll be important later.
a nicer-sounding shape is the triangle wave (bang) where instead of just jumping back
and forth, we increase or decrease the pressure at a constant rate, like this: (bang) this
prevents those sudden jumps that made the square wave feel so harsh, but these sharp
changes in direction still make it a little bit rough.
we can also combine the two, using a sudden jump up and then a slow slide down (bang)
to make what's called a sawtooth wave (bang) which earns its name by feeling even more
jagged than the square wave, for when you want something that sounds really nasty.
oh, and also it's shaped like a saw.
these are all electronic signals, though: natural waves tend to take on a much smoother
shape, called a circle wave, or sine wave.
(bang) here, we've rounded out all the sudden shifts, creating a mathematically smooth curve
that takes us from our peaks to our valleys with as little harshness as possible.
when you sing, or play a note on an acoustic instrument, you're generating these sine waves.
or, rather, you're generating a complex pattern based on sine waves, but we'll get to that
in a bit.
first, what does this have to do with distortion?
well, the first uses of distortion came from blues guitarists in the 40s and 50s, when
pioneers like Muddy Waters began to adopt the recently invented electric guitar in order
to be heard over the rest of their band.
these guitarists quickly realized that, if they turned their amps up loud enough, they
could distort the sound, getting a cool, gritty tone that added a bit of extra bite to their
playing.
this created what we now call overdrive distortion, or just overdrive, and it works based on an
effect called clipping.
you see, early guitar amps were pretty limited: they could only generate so much pressure,
and if you pushed them past that point they just sort of gave up.
say you put in a sine wave with a volume of 8 decibels.
oh, yeah, decibels is a unit of volume, basically how high and low your peaks and valleys are.
anyway, let's say you try to play an 8 decibel wave, but your amp can only produce up to
6 decibels.
it does its best, playing as loud as it can whenever your sine wave goes over the limit,
but you still lose this nice, beautiful curve 'cause the amp just can't handle the nuance.
instead, you get this plateau, which makes the whole thing start to look like our old
friend, the square wave.
while the wave is within our 6-decibel limit it gives us that nice, sine wave-y quality
we're looking for, but as soon as we step outside, the best we can do is flatline.
compare this sine wave from earlier (bang) to this version, which I intentionally clipped:
(bang)
overdrive still leaves most of the sound intact, though, which gives it a warmer tone than
other, more destructive kinds of distortion like, say, distortion.
ok, the names can get a little confusing 'cause we didn't plan them out in advance, but distortion
is the term we use to describe a medium level of distortion.
does that make sense?
I think it does.
anyway, basically, if overdrive represents pushing your amp a couple decibels past where
it wants to go, distortion just means pushing it even further.
well, sort of: in practice, modern distortion pedals usually just directly alter the sound
wave instead of messing around with forced clipping and whatnot, but the principle is
the same.
as you might imagine, this starts to do some serious damage to your sound wave.
compare this (bang) to this.
(bang)
so we've seen overdrive, which is light distortion, and distortion, which is medium distortion,
but what if we go even further?
well, the realm of truly heavy distortion is usually called fuzz, for obvious reasons.
here, we abandon all pretense of sounding like an actual amp and instead just start
smashing the sound wave with a wrench.
(bang) fuzz pedals can be dangerous because you risk covering up all the dynamics and
tone in your playing, but if you use it carefully it can be a really powerful tool.
so why does messing with the sound wave like this make it sound so rough, anyway?
well, I could get into science and math of it all, with fancy words like "fourier analysis"
and "inharmonicity", but… yeah, ok, that's exactly what I'm gonna do.
buckle up, kids.
we're going in.
up to now, we've been assuming that your sound is basically a sine wave, but that's very
rarely the case.
you see, when you play a note on, say, a guitar (bang) you get that fundamental frequency,
which is a sine wave, but you also get what're called harmonics, or overtones.
these are additional frequencies created by the resonance of your instrument, and they're
generally multiples of your fundamental, so if you played this A (bang) which has a frequency
of 110 hertz, or cycles per second, you'll also wind up with shades of 220 hertz, 330,
440, and so on.
these are natural acoustic phenomena, and different instruments will emphasize different
overtones, but more or less any frequency that's a multiple of your starting note is
probably gonna sound fine over it.
but you can also add notes that aren't multiples.
like, if we take that guitar A again and add a tone at 196 hertz (bang) it doesn't fit.
these frequencies, called inharmonic overtones, disrupt the well-ordered harmonic series we're
looking for, and the more of them we add the less structured the note sounds.
at the extreme end of this are things like snare drums, whose overtones are so messy
and inharmonic that they don't really have any identifiable pitch at all.
they just sound like noise.
so what does this have to do with distortion?
well, remember how we said that waves come in different shapes?
that's… only sort of true.
mathematically speaking, any wave can be constructed by adding sine waves together.
when two or more of those sine waves are played simultaneously they interfere with each other.
when both waves are high at the same time, the constructively interfere, combining to
make that segment even higher pressure, and the opposite happens when both waves are low.
if one is low while the other's high, though, they destructively interfere, effectively
cancelling each other out.
so if we take a wave at 110 hertz and one at 220, we can see that these peaks line up
with each other, creating even higher peaks, while these ones line up with the valleys
here, cancelling out.
if we put them together we get something kind of like this, which looks like our 110 wave
but the peaks are narrower and the valleys have this sort of W-like shape.
I drew that freehand, though, so please don't judge it too harshly.
anyway, we can keep adding frequencies, creating more and more complex waves that I'm not even
gonna try to draw.
this process creates what's called a Fourier Series, and literally any wave can be made,
or at least almost perfectly approximated, by this approach.
even the square and sawtooth waves from earlier are actually just the product of lots of sine
waves stacked on top of each other.
when those waves hit our ear, though, they get deconstructed again, breaking up into
their constituent parts for processing, and this is where those inharmonicities come back
into play: if you start with one note, you'll just get back multiples of that fundamental,
but if you go around chopping bits off of more complex waves? you can introduce whole
new frequencies, and since most real sounds are already fairly messy, it can get pretty
out of hand.
basically, your notes are still there, but distortion adds a bunch of extra noise on
top of it.
and that's pretty much it.
distortion is, more or less, the result of imposing artificial caps on the volumes of
sound waves.
these caps don't really happen in nature, though, at least not like this, so the resulting
noise feels, well, unnatural, and it puts us on edge because deep down in our subconscious,
we know the things we're hearing shouldn't actually exist.
distortion is a triumph of modern technology, and we're mostly using it to write songs about
monsters.
aren't humans amazing?
and speaking of modern technology, let's talk about this video's sponsor, CuriosityStream!
CuriosityStream is a streaming platform from the founder of the Discovery Channel that
delivers all sorts of great documentaries right to whatever device you watch stuff on.
one title I'd recommend is Inside A Virtuoso's Brain, which… you know what?
why don't I just show you.
*snaps fingers* this documentary explores the world of incredibly skilled musicians,
examining what makes them so good and asking whether they're actually so different from
the rest of us.
it includes discussions of neuroscience, genetics, and, of course, practice, training, and environment,
and it's just one of thousands of documentaries available to CuriosityStream members.
beyond music and the arts, they also have features about history, nature, science, and
technology, all of which you can stream whenever and wherever you want.
they even have a whole collection just for David Attenborough documentaries.
anyway, back to the paper.
*snaps fingers* if that looks interesting, they're offering 12tone viewers a free 30-day
membership: just click the link in the description, then use the promo code "12tone" when signing
up.
and hey, thanks for watching, and thanks to our Patreon patrons for supporting us and
making these videos possible.
if you want to help out, and get some sweet perks like sneak peeks of upcoming episodes,
there's a link to our Patreon on screen now.
you can also join our mailing list to find out about new episodes, like, share, comment,
subscribe, and above all, keep on rockin'.
-------------------------------------------
ASMR 🔮 TWIN Witches Role Play✨ [Russian whisper] [Subtitles] - Duration: 20:49.Why did you come to us?
What brought you?
to our abode?
you know
that we always have a fee
for the fulfillment of your desires
what fee are you ready to pay?
so what are you?
do you want
although stand
Yes, he wants one
the same as all probably
but we will not go into these details
we will do whatever you want
but if we are good witches at all
but we can fulfill your desires
what you want
yes we are sisters
hereditary witches
no we don't do anything wrong
so rather engaged in what we inherited
Yes, we really talk about us a lot of different fables
stories
You probably heard that they complained about us?
Yes Yes
your headman
No, we didn't do anything
we are just a little
it's all nonsense
we just help people a little
so that we do what you want
can weed
relieve pain
ward off evil forces
damage
we are more
so that the kidneys do not hurt
so that the heart does not blast
so calm weed were
and we make weed
in order to love life was on top
to make it more pleasant
Well, a lot for manhood
for women
for everything, everything
Yes Yes
and such potions we can make
In general, nothing special
a little charm
some science
so don't believe everything they say about us
do not believe, do not believe
I think you're a little tense
we can light special incense
your shoulders are so tight can do soothing
massage for you
thereby ward off all evil
all bad
Yes Yes
OK
and we can make you a potion
to tell fortunes
but behind this to her
I'll make you a potion
to good luck
to success
of love
everything you want
yes my sister is telling the truth
she can brew you a potion
and I can tell you
tell what was
tell what will happen
yes if you want
then you can go
to me or to her
inhale
breathe out
now take a breath
feel
own life
feel your dreams
feel the lightness
feel love
taking away, taking away
good comes to you
good comes
comes good
close your eyes now
do not be afraid
Take a sip I just drop on you
like this
Please give your pens
on your head
This is an infusion of herbs
infusion of herbs which
this is what will give you
will give you a sense of harmony
equilibrium
make your sleep the hardest
calmly
attach this pebble
to your forehead
save you from bad energy
let him give you a good mood
the energy
how do you feel ?
now?
i see your look become more calm
relaxed
just smells
just herbs
and some magic
now we are with my sister again
read
special spell
it will be said
that all was well with you
you need to feel as much as possible
slackness
ease
of course
If you decide to come to me
in order to know their fate
what was and what will be
who is friend who is enemy
me and my cards
predict and show
your eyes will open
of course for a small fee
you will need to go through this door
and if you think of me
brew potion
good luck lure
favorite return
or fall in love with someone
get wealth
come to me
at this door
over here
and today's your fee
Like
like and subscribe
otherwise your soul will be mine
-------------------------------------------
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Pizza | Philip K Brayne - Duration: 3:35.MUSIC
PHONE RINGING
Pizza place, where we place pizza in your place. How can I help?
Hello, I'd like to order two large pizzas, please.
-Ok, so two large pizzas and what toppings? -Cool.
One sec.
Luke, what toppings would you like?
Uh, not much for me thanks, Phil.
I'll just have pepperoni, onions, olives, spinach, chicken, beef, roast beef,
peppers, roasted peppers, chili peppers, green peppers, yellow peppers, purple peppers, orange peppers,
mushrooms, anchovies, sweetcorn, broccoli, pineapple, Italian sausage, salami, sundried tomatoes,
bacon, iceberg lettuce, tuna, cheese and ham.
Ok... say that all again.
Oh, sorry.
CLEARS THROAT
Pepperoni, onions, olives, spinach...
No, no. Slowly.
SIGH
Order it yourself.
HEAVY BREATHING
What would you like, sir?
You alright?
Yeah, sorry.
Hate phonecalls. Anxiety.
Alright, just say your order again.
Pepperoni, onions... o-olive...
Come on! What's taking so long?
Sorry. Sorry.
Dude, just have pepperoni!
Just pepperoni? I'm not f***ing Hitler!
Alright, just.
Here. Write your order down.
Ok, jeez!
Thank you!
Sorry about that. Can I have the...
But...
the way I want my ingredients on my pizza
I want the cheese base first, then the anchovies, then the pepperoni and sprinkle the iceberg...
Why are you doing this, Luke?!?!
I hate having very few toppings
I hate having them placed incorrectly
Anxiety!!
Oh my God, order it yourself!!
HISSING
How do you want your toppings?
Cheese base first, then pepperoni, anchovies, sprinkle the iceberg lettuce,
then add the rest of them in reverse alphabetical order
then the cheese in the middle and the top of it
then add the green peppers and onions!
ARGH!!!
Hang on, is that Luke's order?
I know exactly what it is!
Oh, uh, ok!
Cool! Anything for you?
Just garlic bread for me, please.
Right, I'll be there in ten.
- Ok, ok thanks. - Right ok, see you then.
- Alright, bye. Bye. - Alright. Bye. See you later.
Actually, I'd like the onions taken out.
That's fine. I'll eat those for you, buddy.
And I'd like the green peppers taken out as well.
I'll eat those as well, buddy!
LAUGHING
I'm actually allergic to pizza.
SIGH
F**k.
MUSIC, 90'S SITCOM APPLAUSE.
Dude! D'you see that?
Pizza guy dropped the money.
What a freak!
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