Thứ Bảy, 17 tháng 11, 2018

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We are just six days away from Thanksgiving as we tape this episode of Billboard

News and the holiday spirit is in full swing! The latest artist to contribute to the cause?

Ally Brooke, take a listen.

If you're a die hard Harmonizer and not too familiar with the 1980s, that's actually a cover!

It comes from Wham! who scored big with it some 3 decades ago and actually saw

it reach a new peak of No. 41 on the Billboard Hot 100 in 2017 following the passing

of George Michael.

If you're digging Ally's take on the Christmas classic, get ready to hear it live as the

former Fifth Harmony member has announced she will be performing it at the

Macy's Thanksgiving Day Parade Thursday morning!

Brooke admitted the holiday anthem has always been one of her faves and getting

the chance to record it was one of her biggest dreams come true.

Ally isn't the only pop star dropping jingle bell tunes this week - Katy Perry sent Katycats

into hysteria when she surprise released a holiday single entitled "Cozy Little Christmas."

For more holiday joy, you can head to billboard.com and until next time,

for Billboard News - I'm Kevan Kenney.

For more infomation >> Ally Brooke Covers Wham! Classic "Last Christmas" | Billboard News - Duration: 1:15.

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Classic Beef Stew Recipe - Natasha's Kitchen - Duration: 5:10.

Hi everyone! Its Natasha of Natashaskitchen.com and today i'm sharing our family's

classic beef stew. It is so hearty and flavorful and the beef is so tender, it

just melts in your mouth. In a large oven safe pot, preferably a Dutch oven, we're

gonna saute six ounces of chopped bacon. Stir that over medium heat until it's

golden brown and the fat is released, then remove it to a separate dish. While

the bacon is cooking, stir together two pounds of chopped beef with half a

tablespoon of salt, a teaspoon of black pepper and a quarter cup of flour. Stir

that together until the beef is evenly coated. Transfer half of the beef into

the hot bacon fat and cook over medium high heat or until the beef is browned -

about three minutes per side. Add a little more olive oil if needed, then add

the second half of the beef and cook until browned. Transfer the browned beef

to the bowl with the bacon, add 2 cups of good red wine to the pot and bring it to

a boil, scraping the bottom to deglaze the pot. Add one pound of thickly sliced

mushrooms and simmer over medium heat for 10 minutes. Roughly chop up four

carrots into half-inch thick pieces, also dice 1 medium yellow onion and chopped 4

garlic cloves. Place a large nonstick skillet over medium-high heat and add 2

tablespoons of olive oil. Then add the sliced carrots, diced onion and chopped

garlic. Saute that for 4 minutes, stirring frequently. Once the onions are soft, add

a tablespoon of tomato paste and saute another minute. Then transfer the veggies

to the pot.

Add four cups of beef broth and season with two bay leaves, half a teaspoon of

dried thyme, a teaspoon of salt and half a teaspoon of black pepper. Add the beef

and bacon back to the pot, then stir in 1 pound of small potatoes. You can cut

these in halves or quarters, depending on how large they are. You want bite-sized

pieces. Stir to combine and make sure the potatoes are submerged in liquid. Cover

with a tight-fitting lid, then transfer to a preheated oven and bake at 325˚F

for an hour and 45 minutes. Oh yes! Just in time for dinner

and I am ready because the smell in my house is making me so hungry. Ok let's do

this. Are you ready? YUM! mmm... okay and then

before I serve it, I like to skim off the extra fat; makes it just a little bit

healthier and you don't really need that extra oil on top and it's super easy to

do. Just tilt your pot and spoon it up.

And very important, I always love to add a little bit of garnish because it adds

that fresh pop of color and flavor. And so I've got a little bit of parsley here.

You can use dill if you like dill. There - isn't that pretty?

Okay, here we go. Oh my goodness and this is just loaded with all the good stuff!

It is so hearty and it's really a meal in itself.

I'd like to serve it with a fresh crusty French bread. [bread crunch sound ] That sound gets me every

time. Okay, here we go. Oh my goodness and that beef is just fall apart tender. My

spoon goes right through it. Okay and this is still really hot so.

Oh my goodness this is gonna be a good dinner, literally that beef just melts in

your mouth and there's so much flavor. Adding the wine to the broth just really

elevates the flavors and pulls them all together. So good! I cannot wait to eat

this for dinner and my kids love it, which is like major win for Mom

and it's fancy enough for a nice dinner party. This seriously has really really

good flavor, such a cozy thing for winter and if you're not a mushroom lover, you

can still enjoy this because if you thickly slice the mushrooms, they are

easy to avoid and if you love the mushrooms... oh, I love thick sliced

mushrooms. All right, I am gonna go call my kids for dinner because I'm hungry.

If you enjoyed this video, give me a great big thumbs up below and if there are any

videos you'd like to see on our channel in the future, let me know in a comment

below and we'll see you next time. Hey before you go, if you are a meat lover,

check out some of our favorite hearty dishes right over here and right down

there and click below to subscribe and when you do, click that little Bell icon

so you get notifications every time and I mean every time we post a new recipe.

Thanks for watching.

For more infomation >> Classic Beef Stew Recipe - Natasha's Kitchen - Duration: 5:10.

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Classic Black & White CZ Necklace Set | Violet & Purple - Duration: 0:15.

Subscribe to our channel for more videos

For more infomation >> Classic Black & White CZ Necklace Set | Violet & Purple - Duration: 0:15.

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CLASSIC MEETS JAZZ & POP - AH RINELLA - Duration: 3:46.

It is a Mashup, not Crossover

the two genres face each other

I´m speechless, just amazing !

Great !

An unique mix between Opera and Jazz. A fusion of "Scat" and "Belcanto".

Wonderful, a great job, fantastic music and such a great acting talent! Excellent!

She is my wife!

...as if Pavarotti flirts with Ella Fitzgerald.

...or as if Miles Davis argues with Rossini.

Nice "Vibrato"!

"Jazz does not meet Classic, they fall in love."

Absolutely positive! Not just surprised, but even inspired.

That was terrific!

For more infomation >> CLASSIC MEETS JAZZ & POP - AH RINELLA - Duration: 3:46.

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Hyundai i20 1.2 CLASSIC 75PK 5D - Duration: 0:53.

For more infomation >> Hyundai i20 1.2 CLASSIC 75PK 5D - Duration: 0:53.

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Mercedes-Benz A-Klasse 170 CDI CLASSIC FUN AUTOMAAT - Duration: 1:07.

For more infomation >> Mercedes-Benz A-Klasse 170 CDI CLASSIC FUN AUTOMAAT - Duration: 1:07.

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"Kinryu Ramen" one of the most classic Ramen restaurant in Dotonbori, Namba Osaka Japan!! #043 - Duration: 6:05.

So good

Hey guys, welcome to Rion's TV I am Rion

Well, they're very popular ramen restaurant so the name of restaurant is Kinryu

So let's check one by one and let's try. All right, so

Let's go

Kinryu is one of the oldest restaurant in Namba area the price is not expensive and they serve really fast

Therefore Osaka people love this restaurant

So the first one is just several minutes walking from namba station

I've seen just five people inside the restaurant today is a weekday, but then it's 12:30. So

Should be more people. All right, so let's go to check next one

Right now, I'm at the second Kinryu

Well as you see there are so many people waiting for the Ramen

Because we are in Dotonbori right now since there are so many people

I think the taste is same I've seen there are many tables in the restaurants

But then there are eight people waiting front of the restaurant. Wow. It must be so popular

All right, so let's check other place

Well as you see this Kinryu restaurant is little special

There is no seat in the restaurant. So anyone has to stand up and eat

The good point is that you don't have to wait for the restaurant because there's no seat

But the thing is you can't stay that long because you're gonna be so tired.

So if you want to eat the Ramen slowly

Then maybe this is not a good place to eat

If you wanna eat the ramen just there then this is the place

I'm pretty sure that you don't have to wait for that.

All right, so let's go to check next one

This is the last Kinryu

There are 4 Kinryu restaurants around Namba station not so many people waiting right here.

But then let me see how it tastes like

Kinryu ramen restaurant menu is really simple

You can choose either regular Ramen which is 600 Japanese yen or chashu ramen which is 900 Japanese.

Alright, so this is what I got. It's a regular Ramen 600 Japanese yen

This is how the restaurant looks like

It is not as clean as fancy restaurant, but cleaner than street restaurant

I got the number 12 and I have to wait this ramen store. There is no waiter or waitress

So whenever food is ready, you have to go and take it. It's like a fast food Ramen

That's why price is cheaper

Kimchi, Chinese chives, and garlic

You can take as many as you want. So if you like those just take it a lot

So this is what I got

Looks so good, right? Okay. So let's eat. There is free rice as well.

Let's eat

Smells so good

It's good !

This is the japanese-style

Usually you eat with rice so this is how we eat the first

Place the rice into the mouth

So good!! If you eat at Dotonbori

There is no free rice

the thing is that if you choose this restaurant right here the taste is same but then you can have free rice as well

This is so good

also the kimchi is free too so you can eat as much as you want

And this is only 600 Japanese. I can't believe it

The thing is there is no extra noodles so that I can't do like Ichiran,, you know the extra challenge

If you guys haven't check my extra noodle challenge in Ichiran, Please check it.

Yeah, this is so good

Cha-shu is not that big but then anyway it's 600 Japanese

Well, this is so good so you want to know about Japan

Yeah, you need to try this, because I think this is the classic style Ramen

Good you know since I can have free rice

So full, but then if you go to dotombori one, You can have a free rice

there and in this place is like 3 minutes walking from there

You know about here, then you definitely should come right here

well this is the thing only local knows!!

All right. So let's go

so that was so good and then it's only 600 Japanese

so if you wanna eat Ramen around namba station, then you guys definitely try this one

Alright, so pretty much. That's it

Thanks for watching my video and please subscribe to my channel

and if you like the video please thumb up and then also

Please check my other videos as well. Thank you very much arigato, so, bye. Bye

For more infomation >> "Kinryu Ramen" one of the most classic Ramen restaurant in Dotonbori, Namba Osaka Japan!! #043 - Duration: 6:05.

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Classic Hollywood: Two 'red diaper babies' remember the blacklist in the acclaimed play 'Finks' - Duration: 10:06.

Writer Joe Gilford and director/producer Michael Pressman have been friends since they were "red diaper babies" in New York City over six decades ago

 "Red diaper babies" was the moniker given to children of members of the U.S. Communist Party — and it wasn't meant to be a compliment, especially during the days of the blacklist, when anyone with left-wing affiliations was subject to firings, derision and even imprisonment

Advertisement  Gilford is the son of blacklisted actors Jack Gilford and Madeline Lee Gilford; Pressman's director father, David Pressman, also found himself unable to find work in television during the communist witch hunt

 Now the sons are collaborating on the play "Finks," the Los Angeles premiere of Gilford's acclaimed drama that fictionalizes his parents' experience in the 1950s when they refused to name names in testimony before the House Un-American Activities Committee

 The Rogue Machine Theatre company is presenting the play, which Pressman is directing at the Electric Lodge in Venice through the end of the year

French Stewart and his wife, Vanessa Claire Stewart, play the fictional versions of Gilford's parents, nightclub comic Mickey Dobbs and actress/activist Natalie Meltzer

 "Here's the brilliant part about the play," said Pressman ("Chicago Hope," "Picket Fences," "To Gillian on Her 37th Birthday") "— and I'm going to compliment Joe on this one: The play has found a very entertaining way to educate an audience about the blacklist period, through humor, song and a romantic relationship

It's a love story between this couple in which he is not political, and she is, and he finds himself in the midst of this whole war between the left and the right

"  Though "Finks" is set in the 1950s, Pressman believes it is very relevant in today's tumultuous political climate

 "Everyone who has seen it is going, 'Oh, my God, this could happen today,' " he said

 Gilford doesn't remember not being aware of the blacklist. "I was born in '52, so I was right in the thick of it when I was very small, and then the knowledge of it grew as I grew

"  His father — best-known for his whimsical Cracker Jack commercials of the 1960s, Broadway plays including "A Funny Thing Happened on the Way to the Forum" and his superb Oscar-nominated turn in the harrowing 1973 drama "Save the Tiger" — was not a political activist like his mother

 "My father was progressively political and sympathetic," said Gilford. "My mother was the President of the Young Communist League at the Walton High School in the Bronx

But they were not communists. She didn't go to meetings. They didn't sit around and publish the Daily Worker and all of that

"  Pressman, 68, explained his father was a card-carrying member of the party in the 1930s

"I remember asking him when I was a teenager: What did you do at the meetings? And he said: We talked about voting rights, social security, social medicine, social welfare

Those were the issues. There was none of this paranoid fear about this violent overthrow of the government

"  David Pressman earned a Purple Heart in World War II. A teacher, actor and director, he became a very successful live TV director, "When the hearings started to occur, his name appeared in Red Channels," the notorious pamphlet from the right-wing journal Counterattack that listed names in the entertainment industry purported be communist

 "He was called to testify," said Pressman. "He took the Fifth Amendment; he didn't name names

He had a big contract at CBS, and he was about to sign a contract. He got a call from his attorney and said CBS is not going to renew your contract, and he didn't work in TV for 15 years

"  Gilford uses the real names of several people who did name names, including two-time Oscar-winning director Elia Kazan and Oscar-winning screenwriter Budd Schulberg, using their actual testimony or public statements

 "I wanted it to be of the record," said Gilford. "Other people I wanted to composite

There are reasons for dramatic action and dramatic license that I needed to consolidate them

" Advertisement  But it's hard not to see Oscar- and Tony Award-winning director/choreographer ("West Side Story") Jerome Robbins, who named the Gilfords during his testimony, in the character of the ambitious choreographer Bobby

 The "finks," said Gilford, were in the minority during the blacklist. "People who didn't name names were in the majority

I think it's almost 2-to-1. So you have to look at the fact that human value and human integrity triumphed

 Gilford said his father lost eight years of TV work because of the blacklist. But he was lucky in that he could get steady work on Broadway

And from the early '60s on, he constantly worked in all mediums before his death in 1990 at 81, earning two Emmy nominations in 1989 for guest roles in "The Golden Girls" and "thirtysomething

"  David Pressman returned to teaching acting and directing plays during the blacklist

TV work dried up because the sponsors were afraid to hire blacklisted directors, writers and actors

"There really wasn't a blacklist in the theater because there were no sponsors," Michael Pressman explained

 There was a great camaraderie between the blacklisted New York actors. "It was a different world, from what I gather — the Hollywood blacklist and the New York blacklist," said Pressman

"There was a real community, a supportive community in New York. They all knew each other

They all stood together. They were 'fellow travelers.' "  His father finally returned to TV directing in the mid-1960s on such series as "The Defenders

"  Pressman noted that his father was a true survivor. "He lived to 98," he said "He won three Emmys for the 'One Life to Live" soap opera and worked until he was 85

No one could believe it because he had such energy. I was asked the other day if he was bitter

My father always remained optimistic. That was his nature."  For more information go to roguemachinetheatre

net

For more infomation >> Classic Hollywood: Two 'red diaper babies' remember the blacklist in the acclaimed play 'Finks' - Duration: 10:06.

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Causeway Classic Football Game Moved To Reno Due To Air Quality Concerns - Duration: 0:55.

For more infomation >> Causeway Classic Football Game Moved To Reno Due To Air Quality Concerns - Duration: 0:55.

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Volvo V70 2.4D Edition Classic NAVI/LEDER/XENON/NIEUWSTAAT - Duration: 1:11.

For more infomation >> Volvo V70 2.4D Edition Classic NAVI/LEDER/XENON/NIEUWSTAAT - Duration: 1:11.

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Dark Presence Arcade Game | Doc Mack | Stories from the Midwest Gaming Classic - Duration: 27:58.

- Before the Galloping Ghost Arcade ever existed,

Doc Mack had an idea to create a game called Dark Presence

with a company that he was going to call

Galloping Ghost Productions.

As a matter of fact, he spoke with me about it years ago

at the Midwest Gaming Classic,

when it was just an idea.

It's amazing to see how that idea has transformed

into a game that was playable at this year's show.

(upbeat synth music)

- Hey, everybody.

This is Doc Mack from the Galloping Ghost Arcade.

(audience claps) (audience members cheer)

Thank you.

Hope everybody's having a great time at MGC.

I wanted to take a second to thank our celebrity guests

that have joined us this weekend,

Brian Colon, Creative Rampage.

(audience applauds) So many great games.

Jeff Lee, creator of Q*bert and Mad Planets.

(audience applauds)

Tom Wilanowski who worked on Argus,

and lead programmer of Argus and Three Stooges.

(audience applauds)

And of course, our Mortal Kombat celebrities,

Master Daniel Pesina, played Johnny Cage,

Scorpion, Sub-Zero, Reptile.

And Doctor Phillip Ahn,

who played Shang Tsung in Mortal Kombat 2.

(audience applauds)

We wanna thank them for coming out this weekend

and sharing so many great stories

and meeting with their fans and everything in the week.

It's just great to hear all that and watch them

meet with their fans and everything,

so thank them very much.

And thank you for

talking with them and everything, so.

Also I need to thank my guys here,

who've not only helped with the Galloping Ghost Arcade,

but on Galloping Ghost Productions.

We've had an insane last year

working on Dark Presence.

Last time we left MGC,

it was evident that the engine that we had

running Dark Presence

was not going to be suitable to finish the game.

There was too much lagging,

and just the game could not be completed on that engine.

So, I have to call out especially Will Searle,

who really spearheaded the new programming.

We switched the game over to Unity.

And

last eight months to a year,

he's just been so focused on getting this game

on track and where it should be.

And everybody else.

We've got Jeremiah Smith, and Brandon Diaz, who,

again with the arcade and every,

anything on the productions and arcade side,

he's always there, which is awesome.

All my other guys, Phil Diaz,

Nick Edrickton, and Eddie.

Just awesome that they

have helped get the game to where it's at,

and we are so anxious to show it off.

And it's been such a long road,

and we are finally happy to have

a four character playable demo,

alpha demo, here today.

There's still a ton of work,

but to be able to let everybody play it

and see the vision that we have had,

we're excited for it.

So.

(audience applauds)

Thank you, thank you.

So, a little bit of history.

We had actually shot the game back in 2005.

We went into our filming studio

and it was a massive undertaking.

We wanted to shoot the 10 characters from the original game

and then 20 characters for the second game,

because we knew the post production on the game

was going to be immense.

But we didn't know it was gonna be this long.

We had no idea we were going to open the arcade when we did,

so it was,

it's been a long road.

And we've had so many people constantly asking us,

when is it gonna be playable, when can we see it?

We've been very reserved on showing things,

and to be able to present it here at MGC,

which has been

so supportive of us.

Dan Loosen has been following us since the early inception.

I believe we came,

we were still in our first year of our filming studio

the first time, so

huge shout out to Dan Loosen

for putting together a great show

and showing us so much support.

A couple of things about Dark Presence.

We had wanted to make a game

to help kind of rejuvenate the arcade scene.

with so many new arcades coming up

now, in hindsight.

Looking at the games that were coming out,

there are so many companies

pulling away from the arcade industry.

We wanted to put out something

that was not easy to do on consoles.

Like, the game is designed to run on unique hardware.

It's a very large and robust game.

If it ever makes it console, we'll have to see,

because the characters are massive,

the amount of video for the finishing moves is massive.

And it's one of those that

it's about a terabyte of data,

which has just been unbelievable to work with.

And again, it's like, constant struggle

for our guys here.

So again, huge shout outs and thanks to them

for making this what it is. (audience applauds)

So, we really wanted to make a lot of innovative

elements to the game Dark Presence.

One of the first things that we did was

we got rid of the mirror character imaging.

So, there are different left and right sides

to the characters.

So, initially that can be a little jarring

for a lot of people that are into fighting games,

because when you get on the other side,

your move sets can be completely different,

from special moves.

And you're really fighting for positioning.

Which is another element.

Like, in most fighting games

you can just jump over the other characters.

In our game, you can't.

It's meant to be more realistic, and

we wanted to explore things that hadn't been done

in fighting games before.

So, you have to actually grapple your opponent,

throw them on the other side.

And it ends up being, the characters are very deep,

and you're almost learning two characters at one time.

So, it is a lot to take in.

Another thing that we don't have is

projectiles.

So, the characters themselves

do play very different from one another.

Their weapons are very different from one another,

and the character design themselves,

there's some very technical characters.

Some characters are meant to be speed characters,

and

just jumping a lot.

And it takes a little bit of time for players

to really find a character that suits their play style.

So, that's one thing that we hope people explore.

And maybe we could bring up Jeremiah

and Will?

And we can have you guys show off some of the stuff.

So, we have four playable characters.

We have first the twins, Trenton and Wilson.

And

then Ravona and

Veil.

So again,

this is in alpha,

so there's some color corrections

that still have to be done.

Some frame data that we're still working on, and everything.

So, it's ...

Yeah, let's move the mouse.

So we, again, have been very quiet

over the last several years

with showing any video footage, so.

We can show off some of the

different sides and the different special moves.

Some of the aspects of ...

The differences between how the characters play.

Also, with the backgrounds to the game,

there will be an internal GPS

within the cabinet that actually looks

at where the game is located.

And it'll be changing the time of day

and the weather.

So, if it's like raining outside, it's raining in the game.

If it's snowing outside, it's snowing in the game.

And then daytime and nighttime.

So, with Trenton,

he doesn't have a lot of special moves it can do

out of the

basic stance.

A lot of them combo into each other.

There's the entangles,

where you can throw 'em on the other side.

See some of the multi-kicks.

That multi-kick, actually,

if you don't hit with it, it will only do the first.

So, it just kind of stops there.

That's one of those things that we wanted to really explore

with the special moves where it cancels itself.

You don't actually do the full special move

unless you connect.

For me, it was one of those things where,

if it didn't hit,

why would the character keep doing the move?

One of the things that we also added was

the reactions are pretty robust where,

if you hit a character on the right side of the face,

it will actually roll out.

But if you hit 'em on the other side, they'll roll in.

So there was a lot of animations that we had to film.

One of the main reasons why it did take so long.

The filming process was pretty massive.

So, we're actually gonna have this on for

the rest of the weekend.

We'll be doing another presentation.

And we're going to allow everybody to come up and play it.

And again, it's

the depth in the game,

it takes a little while to

get used to the controls on it

depending on which character you're playing.

Let's see, this is Ravona versus Veil.

We'll be doing the same stage, but in the nighttime.

And depending on where the machines end up,

it's going to be kind of,

there might be some variations that people don't see,

because it is tied to a GPS,

so if it doesn't rain or snow,

people might not see some of those background variations

for quite a while.

We've been answering a lot of questions.

Is there any questions that people might have, so far?

- [Audience Member] So, does it get weather reports

from the internet?

Or how does it know what the weather is doing?

- It will.

It will tie into

an online service that will dictate the weather

to the zip code.

- [Audience Member] Is this gonna be available

on a game system?

- We have had interest from Microsoft

about putting it on a home console.

The problem with it is

the game is just massive and large.

Right now it's sitting on about a terabyte of data.

So, it will take quite a while.

We would have to negotiate a deal where we could actually

put it on a hard drive to release it.

We've really meant this come out as an arcade piece,

and it's helping to help promote

arcades that are opening,

and rejuvenating interest in the arcade scene.

So, that's first and foremost.

We didn't what to limit ourselves

to what the consoles had to offer.

We just wanted to make the game that we wanted to make.

- [Audience Member] So the game will not fit

on a blu-ray disc.

- No.

- [Audience Member] So does this mean you're gonna begin

allowing other arcades to use this game,

or is this gonna be a Galloping Ghost exclusive?

- No, we definitely,

a while a go we had set up a 40 arcade US tour.

We have arcades interested out in Japan

that have contacted us,

and we want to take it out there, as well.

This is something that we hope to

get in as many arcades as possible.

We've had a lot of interest from

Play Mechanics,

who have been very supportive, and they want to get us out

in arcades, as well.

It's been great, the support that we've received,

and because of the arcade, it's been great exposure.

People have been watching it,

and we have had

just a lot of interest.

Like, we get a lot of emails all the time asking,

are you gonna be taking the game on tour here or there?

We really want to

get it in front of as many people as possible.

Just like with the arcade,

we love sharing the games with people.

So we hope to get it in as many arcades as possible.

- [Audience Member] Is there anything,

since there is such a gap in between shooting

and switching engines, all that.

Is there anything you had to go back and draw again?

- Not really.

We had a lot of footage to work with.

We did spend close to four years in our filming studio.

And due to time, now it's like,

some of the actors that shot with it,

they can't do the moves anymore.

(audience laughs)

Which has been one of the problems that,

it's unfortunate.

There's days where we're working on a move,

and it's like, "Argh, I really wish we could go in

"and refilm that.

"I'd do that different."

But we have what we have to work with.

And given the advancement with 4K,

it would be great to go back and shoot it.

Like when we shot this, HD was just coming out.

There's a little bit of grain in the characters and stuff,

and that's just one of the things we have to roll with.

It's

definitely not the game that the industry

has been designing hardware to support.

We're running on Unity, now.

And that is not an engine designed to run

2D, sprite-based games.

It's all 3D.

And one of those things,

we never for a second thought of changing it,

because going back,

it pays an homage to

what they did with Solo Combat,

with the live actors and everything.

It has more of a classic feel to it.

That was always something that I thought was so cool.

And it's still unique.

So it was one of those things that, funny, Midway tried to

redo Mortal Kombat 1, 2, and 3

with live actors.

And that was one of the things that was so great.

They put all this time and effort into it,

and they couldn't accomplish it.

They were like, eh, the original is better.

And they kind of abandoned the project.

And it's been one of those things where,

what they were doing was just trying to mimic

the exact, what MK 1, 2, and 3 did,

frame for frame.

So, their characters were around 250 frames per character.

We've scaled back our frames, but

our characters were up around 17,000 frames

without the finishing moves.

And again, we scaled that back just due to speed issues,

but there's a lot of times

where we're putting frames back in

because

we absolutely want to make a game

that's very balanced in movement.

And that's one of those things where,

for a fighting game to be good,

you have to have that balance.

Having our characters with such diverse weapons

and special moves,

it's

been good and bad.

Like, some characters have an excellent reach.

Some do better damage.

Some are really fast.

Some have better jumps.

So, we have a lot of different ways

that we can balance the characters.

We didn't really,

we've looked at

pretty much every other fighting game out there,

and we really wanted to not cut any corners.

Even like down to our hit boxes.

Like, most games just have

these blanket squares that they put over everything.

They're giant circles,

and you'll notice the hit boxes aren't very accurate.

Even in the multi-million dollar games

like MK and Killer Instinct.

For us, we meticulously went through frame-by-frame.

At one point we were at 151,000 frames of animation

for the game.

So, we have single moves that have more frames of animation

than entire characters in Mortal Kombat.

So, it's something that,

when we brought in industry people, they think we're crazy

when we start showing them, "Oh, this is what we're doing."

And they're like, "That's ...

"Why, why are you doing that?

"You should scale this back and put something out."

But we're interested in doing something different

and trying to

look for new ways to innovate.

And even down to the cabinet itself.

We've added so much hardware on the cabinet.

For example, the seven-inch cut screen

and USB ports on the cabinet,

so you can stick a thumb drive into the cabinet,

and as you find moves,

it'll write it to your USB drive,

which you can take home and look at.

You'll have a complete moves list.

But the moves list will actually display

on the seven inch cut screen.

Back in the day when MK and Street Fighter were out,

everybody was going around with sheets of paper,

and everybody had their moves list.

Sometimes you'd go to an arcade

and there'd be a form of moves list there.

That was one of the things that was cool.

It was something that you didn't really,

you don't get that now.

Like, everybody just goes online,

and all the information is kind of put out there and given.

And that's one of those things,

we want people to kind of take a step back and try to

learn to find their own moves again.

And there's not tutorials out there.

People can share and explain how to do moves to one another,

but

it's kind of something you have to find for yourself.

I'm sure it'll eventually make its way to the internet.

But it's not something that we're just gonna throw out there

and just give to everybody.

We want people to explore the game

and really try to find things and

make it like it was back in the 90s

when new fighting games were coming out,

and they were unique and captivating to people.

- Did you use-- (game music drowns out voice)

edit it out, so that when people were doing moves,

they had something to interact with?

- For some moves.

We did have characters that,

like for some of the kicks,

we would have kick pads that would come in there.

The chroma key work on the scan.

I think we spent probably

three years in post-production.

At the most, we had six people working on chroma key.

Because every frame of the game had to be touched up by hand

and

shadows had to be taken out, swords had to be redrawn.

There were times where we were working on the game, and

the swords would just disappear

because we were swinging 'em so fast.

On some stuff, it was a learning process.

Some stuff,

we wanted to make the characters fast,

and then when we got to the chroma key process,

it was like, oh.

Now we've got to redraw

60 frames of a sword swing back in.

(audience member laughs)

It's really been interesting trying to ...

Like, once it was filmed, it was kind of like,

that was it, by the time we got out of the studio.

But it was a massive undertaking with the filming process.

Especially doing the finishing moves.

We have ever character

interact with ever other character.

Which pretty much created 437 unique finishing moves.

And they were all shot like little movies.

So, they would do one part of it,

and then we'd do a camera change,

then do another part of it, and do another camera change.

It's one of the things that made the game

take so long to film.

In doing that,

we had a few trips to the emergency room

where people were getting hurt and stuff.

But it only lends to the realism of the game, so.

All for the good of the game.

In doing that, that's been one of the other things

that has led to such a long production time,

because if you watched all of the finishing moves,

it's about an hour and a half of video

done it two-second increments,

because there's a lot of jump cuts.

And then we have to go back and fix

all the 3D environment animations.

So, it's just been a tremendous amount of work.

Right now we've been focusing on the characters

in the gameplay themselves.

So, that's the main focus currently.

Unfortunately, we don't have any of our finishing moves

in place now.

But

probably,

probably pretty soon.

After we get back from the show,

we're gonna be putting out

an official trailer and everything,

if people want to check out, on our website.

They can check us out on Facebook.

We're gonna start doing a lot more

presentations and showcasing while we're working on,

talking more about the hardware.

Another hardware aspect that we haven't mentioned

is the prize drawer on the front of the cabinet.

We actually have characters sculpted from Chris Alazargo,

who was a sculptor for McFarlane Toys

that worked on Spawn and the military series.

He's an amazing sculptor.

So, he sculpted all of our figures from the game.

And

one of the things that

we're doing is making these available

through the actual arcade machine itself.

So, inside each machine will be one set of figures.

So, if your the first person to finish the game,

the machine'll actually dispense

the eight-inch, hand-painted resin statue

out of the cabinet.

And they're gonna be,

it's not something that,

currently, we're probably not going to be selling these.

We're going to leave them exclusive

to the arcade machines.

So, the hope is that people will travel

if they finish the game at one arcade,

and somebody's already won the Trenton figure,

they'll have to go to another arcade

to see if they can get it there.

And that'll be up to the operator

if they want to replenish the machine with more figures.

But

Chris Alazargo, great sculptor.

Ken Koi is here

from Koi Concepts, who does all the casting.

And Denise Peterson is our painter.

The three have just done such a tremendous job

in getting these figures to us.

And again, currently there is such a limited run of them.

But they're actually on display in the southern cabinet.

But again, you can actually win them out of the machine

once the game is actually completed.

- [Audience Member] Hey, do you play

any of the characters in the game?

- I do.

I did all the fight choreography.

I actually played Trenton and Wilson,

and Veil in the first game.

One of the things that we wanted to do,

it was not the intention.

We actually, initially

had approached some of the actor, who's from Mortal Kombat

to be a part of the game.

It was difficult to get

actors in,

just because the duration of filming

was just kind of a question.

And it was a very difficult on our actors.

Because the filming,

we didn't know how long it was gonna take,

we had to let them know

that they had to maintain continuity.

So, they couldn't go out in the sun,

they couldn't go get a sun tan.

They couldn't cut their hair.

They couldn't go get a new tattoo or anything.

It was very, very taxing on the actors.

Again, they were getting beat up pretty bad

during the filming,

because we wanted to make all the falls and stuff

look as realistic.

It was kind of, "Okay, now just throw yourself down,

"and don't break the weapon,

"and make it look like it hurts,

"and then get right back up in your stance."

And if you were more than like two inches out of your mark,

you had refilm it.

So,

the actors would leave covered in bruises.

We had one of the girls in the second game,

Conquering Light,

she was off at college,

and I got a call one day, she was all upset.

And she's like,

"I'm at the office at the college,

"and they're trying to say

"that I'm in an abusive relationship

"because I'm just covered in bruises."

And I had to explain to them that,

no, she's filming a video game,

and she gets these bruises from.

But they thought that she needed help

just because she was in some abusive relationship

that she wasn't.

We were just beating her up at work.

(audience member laughs)

But it was definitely a lot of fun.

Again, we had a few trips to the emergency room.

But the actors were,

the ones that ended up in the game were just

so all about doing the filming, and

it was such an interesting time.

And we're so thankful for them

for putting in such time and effort.

And again, they've been so patient with,

as the fans have been,

with the duration of the development time on the game.

So we're so anxious to have our launch party at the arcade.

So, we're gonna have all the actors in and

be telling stories of development,

and we've got a ton of behind-the-scenes footage.

So, if anybody's interested,

again, stay tuned through our Facebook.

And come out.

We'd be happy to have the fans part of it.

Are there any other questions.

Yeah, let's bring it up.

I guess that'll wrap up the presentation,

and we'll let everybody play the game!

So, thanks, everybody.

We hope you enjoy it.

It's just the start.

And again, keep an eye on our Facebook page

and our website,

and we hope you enjoy Dark Presence.

Thanks, everybody.

Step on up and give it a try.

(dramatic synth music)

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