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No one really knows what dark souls is about.

Sure there have been many valiant attempts by members

of its community to piece together its lore, and yes there is a reasonable consensus about

the general overarching plot, but why do we continue to

find it endlessly fascinating?

Is it the challenge, ambiguity, atmosphere, themes, immersiveness, complexity

or art?

Perhaps it's all these things.

I don't think it is a coincidence that one of the single most unforgiving

games in recent history, dripping in dread, despair

and dilapidated décor, happens to be one of the most talked about games in our medium,

has inspired a quasi genre of it's own and serves as a

gatekeeper into the hallowed halls of gaming elitism.

What does it say about us that we revel in the punishment

and madness it inflicts upon us?

Life is about death and madness goes the saying, and maybe that's

describes why we fetishize this masochistic piece of media.

The paradox can only be confronted if we recognize that there is genuine pleasure in hardship,

palpable purpose in punishment, and ultimately fun

to be had though failure.

Dark souls is a distillation of what it means to be human.

Its brilliance however is that it systemizes the human tragedy in a way that makes

us love it.

If we are being reductive, Darks souls is a 3d action rpg, developed by an eastern developer,

but infused with western sensibilities.

Immediately we see the duality the game embodies.

Western Rpg's like fallout and mass effect tend to be about

letting us create our own characters and living out a

fantasy.

Japanese Rpg's like final fantasy and kingdom hearts tend to have a suite of well defined

characters with their own motivations that we get invested in.

The line between these two is not impermeable but I'm speaking in generalities.

Dark souls is a western Rpg developed by a Japanese

company featuring architecture from Europe , but confronting themes of cycles and reincarnation

from the east, and futility and nihilism inherited

from the west.

It's everything all at once, yet at the same

time impenetrable, elusive and mysterious.

This scattershot aesthetic may seem like what a focus

tested mainstream game might try to do as opposed to a niche title like Dark souls,

but in this case it's deliberate.

The game occupies the space between things, in all its dimensions.

It's eastern and western, high fantasy and demonic, about death and

life, futility and triumph, light and darkness It has vague

themes and narrative structure, but the rules governing it are precise and exacting.

We live in the space between things as an undead being, neither

living nor dead, and this ambiguous purgatory is exactly

what the director Hedetaki miyazaki was aiming for.

Miyazaki was inspired by the English Rpg's of his youth that he could not understand

for himself.

In order to get the most out of his experiences

, he conjured up stories of his own to fill in the ambiguity,

Sound familiar?

This need is not exclusive to obscure Japanese game developers, it is intrinsic to us as

a species.

Without closure or explanations we are facing a vast meaningless cosmos with us as it's

sole witnesses.

Instead we read stories into things, placating our angst about our isolation.

What do you see here?

Do you see a bunch of shapes moving about , or a narrative about danger, predation,

escape and triumph.

The Researchers Heider and Simmel found out that most people infuse the scene with narrative

energy, despite being about a bunch of shapes moving about.

The game Thomas was alone took this to heart, using different shapes

to represent different character traits.

Psychologists and anthropologists argue we have what they hall

a hyper agency detection module, an instinct to see

purpose design and intention where it might not be.

The reason for this is deeply evolutionary , as

assuming the rustling of leaves is a tiger as opposed to the wind would be a truly adaptive

precaution.

. Needless to say, we have been conjuring up myths, gods and legends our entire existence

for these exact reasons, driven by a need to explain

the seemingly arbitrary patterns surrounding us.

Some explanation is better than no explanation and herego the voracious lore community of

Dark souls.

The rabbit hole one can go down with the collective storytelling chops on display is nothing short

of astonishing.

People scrounge from obtuse lines of dialogue, item descriptions, the world itself and

the context of certain events.

I have no doubt that many of the dark souls community could put

archaeologists to shame.

They employ a whole host of storytelling styles , like modern day bards

revealing wisdom to us ignorant masses.

This obsessive forensic analysis is more strange as the

overarching plot of the game is fairly straightforward.

Much like many a mythology, in the beginning the world was shrouded in fog.

Suddenly , fire entered the world and there was disparity, creating

form out of chaos.

Much like the war between the Titans and the gods in Greek mythology, there is a war

between the dragons and the gods in Dark souls, which ends

in the king of the gods, Gwyn, think of him like Zeus, ushering in an age of fire.

However, this age needs constant renewal, and the inevitable death

of the world linger over all it's inhabitants.

This theme is common globally, where a once pristine state

of nature is violated by the corruptibility of man, whether

Eden, arcadia or the golden ages of old.

Gwyn realizes the age of the gods is dwindling, and sacrifices

himself to allow his age of fire to persist, but this casts a curse upon all humans, searing

them with a dark sign that renders us all undead.

We are cursed with perpetual death, with every cycle hallowing out

our souls until we are driven to meandering husks.

Enter the protagonist of this game, you presumably, prophesized as being the chosen undead who

is to inherit the mantle from Gwyn to link the flame once

more and reignite the age of fire.

Thus far this sounds much like the well popularized Hero's journey of Joseph Campbell fame.

For those unfamiliar, Joseph Campbell wrote a book entitled

a hero with a thousand faces that argues for something called the monomyth, the idea

that all stories ever told and continue to be told adhere to

a singular template.

Even George Lucas claims to have used this template for the star wars saga.

There is

an ordinary world,(the inside of a cell that sees you rotting till Armageddon), where the

chosen undead finds themselves imprisoned at the

start.

A call to adventure happens in the form of these keys

that are conveniently dropped down for you.

An inciting event leads to a crossing of a threshold after

you defeat a threshold guardian.

You are then whisked to another realm where there is no return.

You then embark on a road of trials in the form

of an inordinate number of bosses, then you reunite with

the mother, reconcile with the father, receive assistance from some friends and serpentine

miscreants, or primordial snakes, and receive wisdom from

a host of wise elders.

On your way to journey's end you overcome your own death many a time, and

this endlessly recurring apotheosis allows you to

defeat the tyrannical king of old to usher in a new age of peace prosperity and light.

It's fitting that Campbell's monomyth is meant to apply to all mythologies across

the world, allowing for the game to accommodate its global set of

themes.

But is this what Dark Souls story is about?

A heroic individual who reinvigorates society from

within?

In this sense the difficulty of the game is a very potent

metaphor for the tribulations surrounding heroism and transformation.

It quite literally puts you through the ordeal a hero might have to go

through to rescue civilization from itself.

However, Dark souls elegantly subverts this traditional

heroic narrative.

At the end, it is left unclear whether linking the flame is the right thing to do.

In the middle of your quest, two different serpents implore you

to do two different things, one urging you to follow your

destiny, and the other to let the age of fire to end.

Who should you trust?

It's never made explicitly clear, but its enough introduce doubt into

your heroic questing.

By questioning the legitimacy of renewing civilization, Dark souls critiques

the very idea of renewal and persistence.

Why should we persist?

Are we deserving of it?

What are the consequences?

Why do we blindly abide by the dogmas of the past ?What is the point of these endless

cycles of light and darkness and why are we, as

game-players , always eager the play the role of sacrificial lamb?

There is a meta dimension to this as well, because it's kind of critiquing why

we continue to embody the same heroic narratives again and

again in all the games we play.

This part of Dark soul's ambiguity is conveyed with exacting precision.

Supposedly Gwyn is keeping alight the age of gods, and we, as the chosen one are allowing

their reign to persist.

The other ending sees the player allowing the age of light to end, with a new age of

dark being ushered in under the protagonist.

Is this a new age of man?

Is it evil or is it good?

Our traditional symbolism associates lightness with goodness

and darkness with sin, but perhaps Dark souls is

subverting that trope?

It is in fact humanity who possesses fragments of the titular dark soul, so does

that make us born in original sin, or imbued with universal goodness?

Is man, as Rousseau said, born free and then lives everywhere else in chains,

or s the state of nature nasty brutish and short.

By revelling in its ambiguity, Dark souls highlight

the intractable duality of these questions.

It clarifies ambiguity, if that's clear.

Death is inevitable.

If Ernst Becker is to be believed, this guiding fear apparently governs our every

move , forcing us to try and stave it away, prolong our life, deny our mortality, or just

accept it.

It's a particular predicament for a self- aware species

as it allows us to picture our own annihilation.

The most upsetting thing is that the world will just

go on without you, but maybe that's comforting.

Becker thinks Depression comes from failing in our immortality

project, schizophrenia and madness arise from denying reality, and creativity is driven

by trying to overcome it.

Perhaps death intensifies meaning, which is the central paradox to be solved

in our infatuation with dark souls.

All the characters in the game start of cogent, lucid and sometimes

just plain friendly, but by the games end they have all

descended into madness.

They are all on their own quests of righteousness wisdom and beauty, but

they all fail one way or the other.

Failing in trying to creatively overcome the inevitable death of their

universe, perhaps all these characters have no option but to wither away.

This might seem abject and dreary, but really, it's a reminder for

us to dare not go hollow.

In Dark souls, death is not like other games.

There is genuine loss to it, both for the character as well as

us, the player.

Our avatar loses a bit of his humanity every time he dies, and we lose all the souls,

progress and perhaps some of our will.

It's a beautiful metaphor in some sense, finding a way to

represent mechanically the loss of these digitized husks to us the player.

Recall that in the universe of Dark souls, every time you die you lose just

a little bit more of yourself.

Why try if every loss puts you back?

Well that's because not all is lost.

We still preserve our skills, our acumen and our knowledge

of what transpired.

Death is not just a chance for meaning, but also learning.

Dark souls highlights how purpose should always come from within,

by highlighting how it is you who has to improve to

overcome.

Miyazaki never intended for his game to be hard.

He was trying to create a certain atmosphere and he

found that death through difficulty was the best way to tell it.

Hardship sharpens us . Anyone who is "trained" to play a souls game,

knows never to just leap into a new area, is always observant,

constantly vigilant, deliberate in combat, hyper attentive to enemy patterns and moves

and is , for the duration they inhabit the world of Lordran,

truly alive.

The difficulty is never unfair though, with some

glaring exemptions, and is governed by very precise systems and rules that can be uncovered

over time.

Because the game is not overly forthcoming about what to do, we feel like we have accomplished

something ourselves.

If games are about challenge fundamentally, tutorials and easy modes might seem

self undermining.

In a world of suffocating tutorialization, Dark souls trusts us to be free.

Why does this matter though?

I've listened to people who claimed Darks souls helped them

with suicidal depression, because although it is soul crushing, it is a surmountable

challenge.

Suicidal ideation sets in when you see no way of escaping

your current predicament, which some might think

characterizes darks souls, but that's really not the case here.

If you are stuck, you can find a way to level up by doing side tasks, improve your weapons,

explore more of the world, or most importantly, you can

solicit the aid of others.

Yes, in a world of stark and unyielding isolation, the game is brimming with life.

The multiplayer works differently here as well . In the story of the game as well as

our reality, it takes place in simultaneous and overlapping worlds.

You summon people into your world to aid in conquering

a troublesome beast, and nothing quite captures the joy of jolly cooperation.

Implicitly Dark souls is telling us that when you are struggling at

your most, when you are lonely and in despair, the best thing

you can do is to lean on others for help.

There are always people willing to assist, and there are always

people going through similar struggles to you as well.

The game leaves these often comical reminders of

others failures in the form of bloodstains, forcing you to bear witness to others peoples

suffering.

This is not arbitrary malice, this is all deliberately

designed.

To confront hardship voluntarily and with others is

one way of overcoming your fears and anxieties, and Dark souls positively revels in instilling

that in us.

There's a curious inversion of the Christian religion in Dark Souls . Jesus sacrificed

himself to redeem mankind, but Gwyn's sacrifice led to their

eternal damnation.

In dark souls, instead of being redeemed vicariously you have to redeem yourself.

The only way you do this is by shouldering the burden of

constant and interminable hardship and pushing back against the curse.

By framing the insurmountable as surmountable, by trusting us to overcome

it without being patronizing, by subtly guiding us to seek

the aid of others, and by showing the liabilities of losing your will in the form of hollowing,

Dark souls makes you the hero whilst also deconstructing

it in its own narrative.

I said it was ambiguous.

As punishment for violation some arbitrary norms, Sisyphus was condemned to roll a boulder

up a hill for all eternity.

Once he got to the top, the boulder would roll all the way down and he would be forced

to start over.

The core of the story is the idea of futility and purposelessness, , or as 2b in nier automata

put it, "We are perpetually trapped in a never ending cycle of life and death."

We are not reviving automatons though, we only have one life.

Death brings with it three possibilities, either we die, and

that's it.

Perhaps one of the many religious traditions is correct and we are on our way to heaven

and hell, or another alternative presents itself

in the form of a universe simulated by some entities

insubordinate kid.

Either way, It's only fair to say we don't really know.

For a mortal being, the death in game is analogous to a failure in the real

world, whether it is personally or professionally.

This can be crippling, both for our self- esteem, as well

as our existential plight.

Failure and repetition in the real world can lead to depression and madness,

but then I can ask why the hell we all play games when

it seems to center around this things known as a fail states and endless cycles of dying?

Why do we love failure in games, but hate it in the real world?

Jaasper Juul calles games "The art of failure", suggesting it defines what games

are about.

Think about how people dismiss walking simulators as 'not games' because they don't have

two key ingredients, Fail states and challenge.

Games like Dear Esther and Gone home are classifies as insufficiently

gamey as they focus exclusively on storytelling, but

perhaps that's missing the point.

The art of death and challenge tells its own story.

To solve the paradox inherent in dark souls, we have to understand why we love failure.

We can start with an easier question, why do we love watching

others suffers?

Why do we like watching the walking dead, or breaking bad when really, as humans,

we should be wanting to avoid hardship at all costs.

Maybe it's a kind of cynical schadenfreude, feeling good about ourselves after seeing

others mired in crap.

Maybe, as Aristotle thought, tragedies are cathartic, a way for us to get rid of latent

emotions that need to be expressed and a way to remind us

of what we have.

It stands to reason that the benefits of witnessing horror outweigh the costs in some

sense.

The true paradox of dark souls is that its paradox is

a paradox.

Ummmmm.

What?

In dark souls death has consequences, real consequences, but, really how real are they?.

You are still sitting in your living room hitting a plastic

device, not on a spirit quest to Anor Londo.

The trick seems to be that when we subconconsciously know we

are safe, but consciously feel we are in peril, we have a

way of deriving pleasure from the endeavour.

Failure in the real world has real consequences, whereas

failure in stories and in games are ultimately 'safe'.

Dark souls is the ultimate expression of this paradoxical pleasure.

We grind, suffer, wander aimlessly in despair, but we know we can switch the

console off and come back later.

Unlike in schools where a bad grade can ruin your future, games allow

you to jump right back in.

Failure and suffering are not to be avoided, they are to be confronted and

relished as that's how you triumph.

Oh and how triumphant is that triumph.

I don't think anything compares to the sensation of having finally

defeated Ornstein and Smough in Anor Londo.

I don't know how long it took you to defeat this duo, but

it took me more tries than I care to admit.

One of these bosses is nimble and precise, the other lumbering

and hard hitting.

It seems like there's never an opening to ever hit one before another maims

you from behind.

But you do it, somehow you do it.

Ultimately, we love challenge and hardship when we are safe, and we confront it voluntarily,

which is ultimately why we love games.

And ultimately why Dark souls is the purest expression of what a game is.

Part 3

The world of Dark Souls feels like a genuine world of its own.

It isn't an elaborate stage, set dressing with avatars populating a high fantasy realm,

but a self- contained reality all its own.

Npc's aren't there to serve you, they have their own agendas.

One second they are in fire link shrine and the next they are

gone, servicing their own ambitions.

The world of dark souls isn't here to ingratiate you, it lives

completely indifferent to you.

How better to simulate a real world than one where no one cares

about you?

The world itself feels organic because its design seems to be one of a coherent place.

The world is this elaborate interconnected labyrinth, with astonishing verticality as

well.

You descend to the misleadingly titled depths, only to realize

it leads to a bog infested underground cavern in the form

of blight town, which then descends into the demon ruins and then the lost Izalith.

Because none of the exploration is explicitly prompted, you feel

like you are genuinely journeying to the centre of the earth,

in the vein of the Jules Verne classic, and this sense of adventure is seldom found in

games that guide you more directly.

At times the ambiguity seems a little too harsh.

When you first arrive at firelink shrine, you are told

you have to ring the two bells of awakening, and the only piece of advice you are given

is one lies above and the other below.

That's it.

The opening area itself has three directions you can go in once you are

put to the task, and so you set on your merry way.

One direction sees you run into reviving skeletons, bad idea.

The other has you accosted by invulnerable ghosts.

Even worse.

The third path, has perfectly manageable foot soldiers and so you gleefully

press on.

Although it is vague and ostensibly directionless, the game implicitly guides you a specific

direction by modulating the level of challenge.

It just trusts us to be smart enough to realize this.

The game has an overarching plot, but much of the narrative beauty comes from the small

vignettes of different characters you meat along the Way.

Most of these tales have a dark twist to them, in keeping

with the themes of madness decay and futility.

There's the fan favourite knight Solaire, a conspicuously

joyful knight who aids you on your travels, and all he wants is a glimpse of the sun,

yet he ends up consumed by it.

He is reminiscent of the Greek figure Icarus, who flew too close to the sun and was

burned by it.

Eventually , you the player have to put him out of his misery, but this is framed as a

tragic and unavoidable mess, not an act of glory

and triumph.

To see a singular light of joy and vitality being

reduced to madness is an absolute gut punch.

In fact , it seems tragedy is the default setting of Lordran,

a place without hope of any kind.

Dostoevsky said that to live without hope is to not live at all, and this is

precisely what the game is telling us.

As I said before, the heroic arcs of all these characters is

subverted in one way or the other, leading to the unholy trinity of depression, madness

and death.

Witnessing their downfalls is that act of catharsis Aristotle spoke off, a reminder

that we should persist despite other peoples failings.

Sometimes we directly contribute to the tragic state of affairs.

Take the story of Artorious, one of the Knights of Gwyn, who voyaged to oolacile to

conquer the encroaching abyss that was swallowing everything in its path.

Much like the other characters, Artorius succumbs to the demons he was trying

to destroy, . The chosen undead, through some elaborate series of actions, ends up travelling

back in time to quell the scourge that Artorious failed

to push back against, but on his way, has to kill a

corrupted Artorious.

Artorious had a wolf, Sif, who accompanied him, and his final act before he was

driven to madness was to cast a protection spell so she wasn't consumed by the physical

manifestation of the scourge called Manus.

You kill Artorious, save Sif from Manus, and the rest of the world from the

abyss, travel back to the future from whence you came, where you meet Sif once more, now

as a fully grown giant wolf.

Actually, most players would have killed Sif in the future before returning to the past

that birthed her but I digress.

She is tending to the grave of her master, the one you had no choice but

to kill to save both her and the world, but this doesn't stop you from locking arms,

and claws in conflict.

She recognizes you, presumably understanding your hands were tied, but it doesn't matter.

Her love for her master and her need to avenge him outweigh

these petty considerations.

There is no triumph here, only death.

The battle has this beautiful haunting music that seems out of place for a triumphant battle,

and when you whittle down the wolfs health, she stats to visibly fade and whimper.

It's amazing how framing changes everything, and this is masterfully

executed.

This Shakespearean parable is never told to us explicitly, it exists in the world for

us to uncover at our leisure, or our peril.

In the arcade era, games were difficult because that fit the economic needs of the time.

The way for developers to generate revenue was for

them to get the players to pony up additional quarters, and

the only way for them to weave this into their games is if they killed you repeatedly.

Today however, with a blossoming home console market, games

are shipped with ways to render them accessible to the

widest possible market, because that is how you make money in the modern era.

Dark souls doesn't seem to care about trends though , Or does

it?

Promoting yourself as hard has become its own

elaborate marketing ploy, seen in the advertising campaign of the souls borne games.

It was a niche that was ripe for the taking, an advantage

that has seen the birth of the meme, the "dark souls off".

What does it mean to say something is the dark souls of?

What is this essence of darksoul-ness?

Superficially, it is a reference to difficulty, but that is so grotesquely oversimplifying

the point so as to border on insulting.

In any case, what does dark souls represent for the medium.

To many, Dark souls seems like a reactionary movement.

As games are extending to more people, the thing that people love

is being diluted by ever more watered down experiences.

Dark souls is a violent rejection of the arc of

history for the gaming medium, a call to revert back to an age of diabolical difficulty and

genuine challenge.

In fact, in many ways, the dark souls franchise is to the gaming medium what the chosen

undead is to the world of Lordran.

Both are violent refusals of the status quo and preordained truths.

You as the chosen undead come to confront the ambiguity of the eternal task of linking

the flame . Dark souls as a game mirrors this, it pushes back

against the demands of an ever popularizing medium.

So there's this renegade impulse built into the Dark souls ethos, despite becoming a massive

series In itself.

Its success has spawned a whole host of copycats, and Imitation is also the sincerest form of

flattery, This is seen in the incredible array of dark souls pretenders, sometimes dubbed

souls likes.

Lords of the Fallen, Nioh, The surge, salt and sanctuary and more are variations on the

theme of dark souls, with their own creative amendments.

Al these games are actually selling torture and death for a

modest fee, and although they don't see the same level of success, they seem to be

finding their own niche.

Difficulty, deliberate thoughtful action, an oppressive atmosphere, obtuse stories hidden

behind items, , these seem to be a common theme.

What these descriptions miss are the many things I've

already outlined.

It's the psychology of triumph in the face of hardship, it's the ambiguity of patterns

and directed purpose, it's the inversion of myths and overarching trends, it's confronting

chaos with the aid of others, it's the catharsis that accompanies

bearing witness to suffering and mental decay, it's

about feeling alive by confronting death, its about the pleasure of failure in a safe

context and its about leveraging all these things to put the player

in a particular psychological space.

That space is one of revelling in the meaning and inevitability

of suffering in life, and that's what truly makes us feel alive.

Games are often lambasted for being overly eager to employ violence as a language, and

you can't blame outsiders for coming to this conclusion.

It's hard for games to systemize in mechanics the ways

conflict is represented in other mediums.

Paintings can swish color together, books can just

write out descriptions of event and movies can frame conflicts form conversation to manipulation.

The language of games is inherently spatial, which

is why we get lots of platformers and shooters.

Conflict is represented by attacking things through space

or avoiding and navigating around things in space.

You might think this is limiting, but most of

our communications is conveyed through body language.

The real problem stems from trying to justify

the violence and mayhem in games in the narrative.

Analysts have a pretentious word for this, it's called

ludo-narrative dissonance.

Nathan drake is a plucky adventurous globetrotter who happens to murders

thousands.

Why?

All for the sake of treasure.

Treasure is what we all seek in games to be fair, whether, an arbitrary goal, a princess

in the case of Mario or an achievement.

These are all extrinsic goals in some sense, an intrinsic goal would have us

strive to achieve it for it's own sake.

Dark souls has such a goal, it's about putting up or shutting up,

improving or retrieving, or in the vulgar ways of the internet, Gitting Gud.

Dark souls suffers from none of this dissonance though.

The world is malicious and out to get you, it

exists regardless of whether you intervene or not and it.

Conflict, and violence are the only plausible language of survival and triumph, making your

actions feel in perfect accord with the themes at play.

The Combat here is deliberate and lumbering.

A single incorrect step can mean defeat, so concentration

is paramount.

There's a certain way you have to think about combat if you are a souls player, like

an almost new language in itself.

It's not there to appease us, it's there to remind us that combat is not

meant to be fun, but engaging.

For all its complexity, the system is fairly simple.

You can attack, defend, parry, dive, position and mostly, die.

There are no complex combos, no quarter circle inputs to execute a

move, its just you, a simple skillset and an array of human and demonic foes.

There's no excuse for death apart from your own lack of knowledge,

as it's not as if experts are somehow privy to moves you

aren't.

The PvP highlights how this system operates when put under pressure, , and the Dark souls

competitive community is a thriving one.

Dark souls allows players to invade other peoples worlds, to

actually deliberately halt peoples progress in an already hostile situation.

For some reason, knowing how debilitating the game to be, I just can't

bring myself to do this.

Maybe I'm just soft, but I don't doubt many think like me as well.

In any case, The combat in these games reinforce almost all the

themes embedded in the story, doing away with that pesky dissonance that afflicts our medium.

Ironic that it took a game about death and madness

for that to coalesce.

But then again , games are the art of failure.

Part 5 requiem

In the war of the ancients between dragons and gods, Seath the Scaleless betrayed his

own kin and sided with the gods, turning the tide of the

war.

He was rewarded with Dukedom and granted an archive to conduct his research into immortality.

This obsession of our scaly friend is a rather human

one, seen in the search for eternal life from The epic of Gilgamesh, to the alchemists looking

for the philosophers stone, extending to singulatarians

like Ray Kurzweil who are questing for immortality.

This idea of persisting past your death is also

a guiding theme in the metal gear series, which confronts

themes of breaking free of our genetics, , asserting our independent will, and forging our own

memes.

The idea of a meme harkens to Richard Dawkins idea of there existing a replicator for cultural

information analogous to Dna for genetic information.

Thoughts, ideas, and practices that are successful or likely to be copied get passed on as people

voraciously copy one another.

He chose meme as it comes from mimesis, an ancient Greek term

for mimicry

Dark souls is obsessed with cycles, which is just a pattern that copies itself repeatedly.

Instead of copying the present , we copy the past.

Our lives are filled with them as well, days turn into weeks which

turn into months and then years.

Most of your Sundays are like every other Sunday, which is much like

The god of the Hebrew tradition in that it is a day of rest.

We are constantly repeating the patterns of the past, and this is ultimately where Darks

souls story wants to take us.

Cycles of fire are eternally dwindling and us, a protagonist trapped in

a cycle of death has to rebirth that cycle by definitively

ending ours.

A poetic transferal perhaps.

This is where repeating cycles can be a transcendent experience.

Mircea Eliade argues that our repetition of the past is a way for us to

access the eternal.

He says, "In imitating the exemplary acts of a

god or of a mythic hero, or simply by recounting their adventures, the man of an archaic society

detaches himself from profane time and magically re-enters the Great Time, the sacred time."

In other words, by copying cycles, we become as gods.

This was his argument for why we have rituals.

Why do we celebrate Christmas, new years and Easter every year without fail?

Ultimately, we escape the decay of a world like Dark souls by acting

out cycles.

What is the cycle we are acting out?

Why it's the hero's journey of course.

Games are uniquely situated to have us act the archetypical heroes

journey because it forces us to embody the role ourselves.

But what is this "great time" that Eliade spoke off?

Well , ever wonder why we can get lost for hours

in a game and not even realize that an entire day may have passed?

In games psychology terms this is called flow, where our skills are confronted

by equivalent challenge that puts us in a state of pure

engagement.

If a game is too easy it feels boring and flaccid, and if it is too difficult it is

anxiety inducing.

An optimized challenge is crucial for fun, which is why games have different difficulty

settings.

This seems to be an argument for an easy mode in

Dark souls though right?

The thing is , Dark souls already has an easy mode, it's just built into the

game.

Like I said, you can level up, choose an easier class,

summon others to help in your game, run past all the minor enemies once you've memorized

their positions after repeated deaths, or go online

and look up strategies.

Some games make you feel like an incompetent idiot for reducing the difficulty,

but by not making it explicit, Dark souls makes you feel

smart for finding ways to overcome its systems.

By calibrating the challenge to accommodate folk who have played games our entire life,

but by also not patronizing those who don't have the

same abilities, dark souls can quite literally be a religious

experience.

This is why the mechanical conceit of difficulty perfectly ties into what the stories themes

are about.

The challenge of Dark souls allows us to escape the present, just like acting out cycles allows

us to escape the present.

The fact that that challenge comes from repeated cycles of death is a nice

poetic coincidence.

Its ritualized death, which is ultimately what games are about.

Eliade argued that much of our modern anxiety comes from doing away with rituals and traditions

that allowed us to access the eternal, whatever it may be.

This gives us a terror of history, the idea that

things are bad and will continue to deteriorate.

Dark souls confronts this issue head on, as everyone is

ever consumed with delaying the inevitable decay of all they know.

The gods are either dead, dying, deceptive or about to be killed by you.

For a chosen undead prophesized to prolong the age of the gods,

you sure do a lot of killing.

We reveal Gynewere to be an illusion cast by Gyndolin to keep the façade of

prosperity alive, but all this will be destroyed by us as well.

We kill Seath, the four kings, the bed of chaos and all the demons it spawns.

We kill undead soldiers, death himself, and the revered pantheon

all the way up to the children of gwyn, and then Gwyn himself.

This is a far more literal interpretation of

Nietzsches claim that god is dead, and we killed him.

The character Gwyndolin is interesting to think about.

This child of Gwyn was born a male, but raised as a female because of her affinity for the

moon.

She was ostracized by her father, not being featured in

any statue work or paintings, yet for reasons unknown she remained in Anor Londo even after

every one else either left or died to tend over her

father's kingdom.

She resides near the tomb of her father, and she casts the illusion of Gynewere to bequeath

the player with the Lordvessel once you have defeated

Ornstein and Smough.

Could it be that this most loyal of children was manipulating us from the start to

carry out her fathers will?

Most player' s will not have uncovered this on their first play through.

, instead assuming the noble mantle of chosen undead is a deserving birthright.

What game doesn't have us play a role where one is

destined for greatness?

We are being led to the slaughter by our own desire for being heroic, but this

act of manipulation is being carried out by an ill-treated,

fiercely loyal, and ultimately deeply misunderstood daughter who just wants the appreciation of

her father.

There have been lots of games that have critiqued the nature of agency in games, Bioshock,

,Spec ops and Metal gear solid 2 chief among them, but none do it in such a subtle and

poetically understated way.

Nietzsche also talked about cycles curiously enough, and his idea of the eternal recurrence.

To simplify a complicated topic, time is infinite, but

objects are finite, hence they are bound to continually reoccur.

But then again time is convoluted , but well put that aside for now.

To push back against this horrifying aspect of reality, one must exercise amor

fati, or a love of fate.

The key to a life well lived is to be okay with having to live the same life repeatedly

with nothing being different, and to revel in the fatalistic.

Is there purpose in futility then?

To exhibit this sense is to appreciate life for what it is, suffering and all.

This is the opposite of eastern philosophical traditions like Hinduism and Buddhism that

ask us to escape the present by transcending the self and eternal

cycles, and different to the traditional western idea of

transcending the self once we perish

The true golden mean , to use Aristotle's phrase, lies somewhere in the middle.

Fortunately Dark souls occupies that space.

Perhaps this expert can put it better.

Walter Kaufmann wrote that Nietzsche "celebrates the Greeks who, facing up to the

terrors of nature and history, did not seek refuge in 'a

Buddhistic negation of the will,' as Schopenhauer did, but instead created tragedies in which

life is affirmed as beautiful in spite of everything."

We can only appreciate the good if we are mired in the bad,

the holy if we escape the profane by acting out cycles, and the beautiful if we are confronted

with constant challenge.

It's a good thing then that Dark souls is about acting out eternal cycles by

confronting insurmountable challenges and learning to love it for what it is because

it clarifies, cleanses and invigorates.

Dark soul systemizes through gameplay that which is beautiful by throwing hardship at

us and making us love it.

Dark souls is hard, but then again so is life.

But life sucks and yet dark souls is our escape from it.

The real world seems profane and misguided, yet dark souls is filled with intrigue, purpose

and romance.

The old saying goes that the meek shall inherit the earth, but dark souls opposes this.

It challenges us to sharpen our wits, our guile

and our resilience in a harsh but ultimately safe playground.

Every time I play the game again I can't help but feel that the themes of death , madness,

decay, corruption, cycles and futility are ultimately

the greatest affirmation of life.

I replay the game every year in this almost quasi ritualistic fashion,

in keeping with its cyclical conceit.it both thrusts us into the

heroes journey, but simultaneously deconstructs it by suggesting our actions are futile, and

perhaps detrimental.

It uses ambiguity to clearly assert the liabilities of absolute certainty.

I can think of no other piece of media , regardless of the medium,

that has this effect.

This to me is what the essence of dark souls is, and why the liberal overuse

of the meme the dark souls of is annoying.

The surface level difficulty is just a vehicle.

What Dark souls is ultimately, is an affirmation of life through repeated death.

This , in essence, is what a game is too.

Then again, no one really knows what dark souls is about.

For more infomation >> Dark Souls Lore Explained:Why we Love to Die| Lore summary, Philosophy of Dark Souls,Symbolism - Duration: 44:46.

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Danger Mouse (2015) Dark Dawn Episode 4 - Riley Hughes - Duration: 15:06.

♥ Like + Comment + 2 shares helps channel!

For more infomation >> Danger Mouse (2015) Dark Dawn Episode 4 - Riley Hughes - Duration: 15:06.

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Dark Souls Remastered №4 Гаргульи. - Duration: 41:21.

Hello.

For more infomation >> Dark Souls Remastered №4 Гаргульи. - Duration: 41:21.

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Nightcore - How Far Does the Dark Go? (Lyrics)[Anya Marina | 13 Reason Why: Season 2 - Trailer Song] - Duration: 3:32.

Nightcore - How Far Does the Dark Go [Anya Marina | 13 Reason Why - Season 2 - Trailer Song] Subtitles in video

For more infomation >> Nightcore - How Far Does the Dark Go? (Lyrics)[Anya Marina | 13 Reason Why: Season 2 - Trailer Song] - Duration: 3:32.

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

Mike Quinsey ~ The Division Between Those of the Light and the Dark - Duration: 8:19.

time is beginning to pass even faster than previously and it is a definite

sign that the changes are speeding up much is waiting to be revealed that will

bring into being changes that are very desirable and will be welcomed by all

the old is slowly being replaced by the new that shall make it clear that the

new age is underway humanity is beginning to understand how their

presence on earth is affecting the planet and is looking to move away from

those things that continue to support the negative vibrations in this respect

much progress has been made through the creation of smaller groups of dedicated

people that are doing their best to bring harmony to everyone it is also

attracting more people who seek to bring more light to the earth the positive

effects will snowball and help raise the vibrations even further and it is all

being achieved in very arduous and trying circumstances the division

between those of the light and those of the negative vibrations is increasing

all of the time and it will reach a point where it will result in a great

upliftment in consciousness over a period of time there has been a move to

create more harmony upon earth and it is succeeding to the point where not just

the threat of war has been eliminated but peaceful co-existence is being

pursued that will bring the peoples of different countries together the

futility of war resulting in the deaths of millions of souls is seen as

repugnant when cooperation can be achieved with

friendly exchanges in a determination to make Wars a thing of the past it shows

that the willingness of many countries to join together in a common pursuit of

freedom and happiness can now be achieved

the people are being encouraged to think new age and being given ideas that

should hasten their advancement that will bring into being life and

time-saving inventions the knowledge has already been given to those in a

position to act upon them but there will continue to be opposition from those who

like to keep the status quo be assured that nothing will be allowed to prevent

the advancements that the new inventions will give you those who stand in the way

of their introduction will be removed and none will be able to block such

advancements the younger generations have a different kind of mindset and the

ability to see ways of bringing peace about where the older generations have

failed it is no criticism of their attempts to solve the problem but

sometimes you can be so involved in it that you cannot see a way out

clearly the people have had enough of warfare in the consequent loss of life

and yearn for a solution to stop the carnage and waste of human life karmic

lessons have been learned and there remains nothing to be gained by

prolonging pointless death and destruction

it is time to put all differences aside and learn to live together as one in

happiness and loving cooperation humans are by nature loving and considerate but

have a persona that often makes them appear as very cold and unable to

express their feelings with the upliftment in the vibrations they will

inevitably change as people become more open in showing their love for each

other you are one human race regardless of

color or religious beliefs and there is no reason why you should not come

together while at the same time respecting the differences that occur

between you it is time to set aside those things that are in the way of

peace and appreciate that it is the differences that maintains your special

place in history as you have been informed a number of times when the

vibrations have reached a certain high point those souls who have been unable

to reach the same level will of necessity move to a different path to

continue their evolution and those who can continue lifting up will then go all

of the way to ascension it is a natural progression that enables you to enjoy

complete freedom in a vibration that is so pure that only the truth can exist

meantime you will gradually change at each stage of upliftment and progress

will be unhindered as previously when you had to experience the presence of

those of lower vibrations you represent only one aspect of your higher self and

it is so that you can concentrate on your life experiences few have knowledge

of their life plan and this is so that you respond to it in a natural way

according to your level of intuition and experience each life plan is tailored

exactly for your needs and if successful represents another step forward as a

lesson well learned never has to be repeated again

naturally you have had a say as to the degree of difficulty your life plan may

represent and in this way you will not take on more than you can manage by now

you will also be aware that your guides keep a watchful eye on you and will give

their help if it is needed they have ways and means of ensuring you keep to

your agreed path and are as eager as you are to ensure your whole life is

successful that will include any form of karma that

you still have not cleared although it must be said that it will be that which

you may have incurred since the new age commenced in 2012 in your minds you will

need to be prepared for the time that approaches when visitors from other

planets will openly come to earth it will be by arrangement and symbolize the

first official visit of extraterrestrials who desire peaceful

contact and friendly cooperation it will not happen overnight as circumstances

upon earth must be such that there is no risk whatsoever of interference various

matters will clearly have to sort it out in advance to ensure a peaceful meeting

that should result in an exchange of information that will be of benefit to

both sides your future is galactic although it is

way ahead of where you are at the present moment however it is your

destiny to be space travelers and explore the great beyond as the

vibrations lift up you will also benefit from a longer life as aging will

dramatically slow down change is everywhere around you as the old is

breaking up to make way for the new that is long overdue

all over the world many people are working on new devices and systems that

will quickly move you into the new age life will become more tolerable and

enjoyable as you will have more time for your own pursuits the Lost years will

quickly be made up to you with all of the benefits of advancements that have

long been held back it will take quite a time for them to reach every part of the

world but with new technologies it will be less than you can probably imagine

good times are beckoning and will materialize in accordance with the plan

for humanity's advancement which opportunity has been planned for a very

long time you will welcome the changes so get yourselves ready to enjoy them I

leave you with love and blessings and may the light brighten your days and

path to completion this message comes through my Higher Self my god-self

and every soul has the same connection to God in love and light

For more infomation >> Mike Quinsey ~ The Division Between Those of the Light and the Dark - Duration: 8:19.

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

Dark Rising - Trailer 1 | 2019 - Duration: 2:23.

- Hey Lila, is that still happening a lot?

The breathing?

And the nightmares?

You know there'll always be people like that, right?

Those who think they're better than us.

They're not.

It's just that they stepped up, declared rules,

and took what they wanted.

And stupid people followed thinking they're strong.

All you need is a plan, Lila.

We can be better.

They'll come for you again,

so how will you make sure they listen, hm?

How will you make sure they never even think

to touch you again?

Relax, Lila.

Come on.

Close your eyes.

Control.

Imagine everything that can happen.

All the good, all the bad possibilities,

then reach out.

Choose your own - piece by piece.

And build.

And the fools, the fools in power who think that they're safe?

They won't know what will hit them.

You and me, eh?

For more infomation >> Dark Rising - Trailer 1 | 2019 - Duration: 2:23.

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Dark Souls: Remastered. Да возгорится жопа. - Duration: 9:28.

For more infomation >> Dark Souls: Remastered. Да возгорится жопа. - Duration: 9:28.

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

Dark Rising - Teaser Trailer - Duration: 2:23.

- Hey Lila, is that still happening a lot?

The breathing?

And the nightmares?

You know there'll always be people like that, right?

Those who think they're better than us.

They're not.

It's just that they stepped up, declared rules,

and took what they wanted.

And stupid people followed thinking they're strong.

All you need is a plan, Lila.

We can be better.

They'll come for you again,

so how will you make sure they listen, hm?

How will you make sure they never even think

to touch you again?

Relax, Lila.

Come on.

Close your eyes.

Control.

Imagine everything that can happen.

All the good, all the bad possibilities,

then reach out.

Choose your own - piece by piece.

And build.

And the fools, the fools in power who think that they're safe?

They won't know what will hit them.

You and me, eh?

For more infomation >> Dark Rising - Teaser Trailer - Duration: 2:23.

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

Dark souls: remastered part 1~Why not? (English subtitles) - Duration: 40:00.

English subtitles available for this series. Voice in Spanish in this series.

Hi there! This is AuronTyranitar

we're going to start... a little game

Dark Souls: remastered. It just came out today

and I bought it and I said well...

Why not? Right?

let's die

Insert the character's name

I didn't think of anything

we call him something funny or what?

dunno

nah, let's be...

let's be classic

we're gonna be classic here

there's no need for...

AuronTyranitar. It is correct, right? Otherwise, it would be kinda...

Sex? No

No, in general

Gift? Well, ammm

dunno

I dunno, perhaps these Twin Humanities are cool

Who knows? Appearance?

well...

slim

Face. Let's see

Farmer from the delta

Not a farmer, sorry

Yeah, this one is freaking cool

Andrés iniesta mixed with Özil

What's happening to this man?

Horrifying? Yeah, I can see

This one has won me over

Hair?

let's see.

'R' rotate

Nice ponytail

Let's give him a good mane

This might be too much. Let's go with normal

What else?

Accept, right?

What's happening right now?

Oh, I haven't selected the class

Well, I really don't know

Deprived... This one would Well wtf

Nice loincloth. What's this guy carrying?

Oh, nice shield bro. And a wooden club

To crack walnuts, basically

Cleric... Sorry but no

Your lover could be nice (Bandido=Bandit. Lover= amante There's a apanish song called Amante Bandido (Bandit Lover)

That's some spider there

Let's go with your Bandit Lover

for instance. Accept

Let's do it, come on

I'm gonna turn up the volume, cause...

Good flame

Good looking, don't you think?

Hi, I'm Nito and I bring you AIDS

A fire needs more wood

Like that

Nice eyes, buddy

So encouraging

How long have we been locked up here, we're starting to hear voices...

Loot corpse

Oops, I've been pissing there

my whole life

feels good to be free

you can't open this?

Read message

'R' for camera control

'R1' attack

I'm gonna cut your head open, asshole

OK, did I miss any messages?

No, fine

'R2' strong attack

Hello there

You can go for a jog if you press here, alright

'R3' to target a foe

you were hiding there in the shadows, huh?

boom, dead

I can't see a thing with this much light

alright, the stairs are here

I guess it's this way

Ladder

Let's continue. Pointless stroll there

Rest in the bonfire: recovery

anything interesting here?

doesn't look like it

Ignite

This people support arsonists

Let's get this open

Big gate here

Let's break these, in case there's something inside

what the hell

I'd like to target him, thanks

Good afternoon, this is Dark Souls

and I'm here to get my ass f*cked

a door!

fuck you man!

what an asshole. Can't reach me here, can he?

what an ass

now we recover here, good

we rest here

I've chosen a black guy that wasn't this black xD

Hi, I'm Umtiti

'Get your shield'

what are you talking about?

son of a bitch!

what shield?

Do I have a shield? No

then what?

I'm going to stab you

dunno how you see it

now I have to equip this here

that's what I'm talking about

Now you dislike this, huh? Situation has changed, now you don't like it

Battle axe, I'm going to get your ass

you don't like it, huh?

where did he go?

I'm coming for ya

that's right

let's go back and rest at the bonfire

jump there, that's right

some players have perished here already

nothing interesting there

there's the bonfire

since there was no staircase, ou can't get up, right?

so you don't have to raise your leg an inch

in case you get injured

this ass again

there he goes again. Coward

you're a damn coward, dude

let's chase him

see ya!

let's do it

ah, fine

I was fearing something terrible

I let that door open, goddammit

let's see if there's something here

I thought I had seen something behind me

nice staircase here

we got ourselves a shorcut

what the heck

it was you, right asshole?

you can't fool me, it was you

that's right, to the pit you go

oh, great

i think it's here...

this way I don't use them when I don't want to

and those come in handy

i guess

they are

I was worried there for a moment

so that way...

where do we come from?

hello, sir

very well

5 estus flasks

and a key

very kind of you

see ya

we come from... somewhere

I think we came this way, right?

guess so

what?

he gave me 5, why do I have 6?

dunno, but not going to complain here

this is a very interesting dead end, to be honest

thanks for losing my time

will he throw that rock on me again?

this guy just died quite...

remarkably

and I'm gonna kill you

what do you think you're doing, dumbass?

damn pillar

off you go

done

I guess we can open this now. Yeah

weird name for a key

let's see

hi there handsome

how are you?

what happened, huh?

another dumbass throwing arrows

This people, it's like they are made out of rubber or something

who do you think you are?

bringing a knife to a gunfight

more fog

another hollow here

love it how I mised the hit

go to you house

he's still alive

see you tomorrow

well, well, well

there's a door here that I'd like to open, but it's closed, obviously

the sights, a 10/10

but I guess this is our path

son of a bitch

let's see how

why do I have half of my health only? Am I stupid?

Escape, escape

regain stamina

god damn you asshole!

where am I? Dunno where I am, dammit

get out of there, for the love of god

Pillar destroyed

see you pillar

uh, good one

good hit I just received, I mean

damn pillar

I'm gonna kill you, Godofredo

there, a bit on his leg

your intentions are not good, man

you don't seem to want to...

make any friends

dunno how we got out of there

but I want to get out of this one too

ouch, that's me

don't fly asshole, I can see your intentions of fucking me

retreat I said, dude

well done me

can't see myself

and another hit

run for your life

life, what we don't have any more

who thought about giving a club to a whatever this is, a dragon I guess

great job

yeah, drink, there's so much estus left

recover stamina, dude

get out, get out

can't you stop flying, dickface?

he's cornering me

get him, yeah, wohoo

fuck you, Asylum demon asshole

Didn't think we'd make it. Half of his life with just one more hit for me

A humanity, something else and some souls

hard time there. Let's go here to...

the bonfire

really hard time

we must be somewhere near 30 minutes, and I don't want to make very long episodes

now what

that's the question. We have a new key

and there was a door we couldn't open. I think it's this way

Asylum demon, destroyed

now you're nothing

look, I kick you and all

don't care about you anymore

2400 souls, now that's something

what does this say?

Resting at the bonfire revives the foes.

come on, you can do it

I think it's here

yeah, with this other warrior

what's with you?

Yeah, drink a flask right in my face, come on, do drugs here with me

sure I don't mind, huh?

Locked? Didn't I have a thing that...

don't fool me

Dark sign. You lose humanity and souls. Go back to the bonfire

that's what life has, right?

Well, I have no idea what's the matter here

'L2' stop or parry a foe's attack

after that, 'R1' for counterattack

while falling, attack. Yeah, I could've done that

and didn't

apparently. So it's cool

Triangle: weapon with two hands

'L+R1' kick and... can I keep reading?

'L+R2' attack while falling. Oh, I went with R1

If I had read all those messages

but why, right?

that player's talking with 'Mr. I'm dying'

Circle with nothing else is retreat, yeah

this guy doesn't like climbing very much

A curb, aaah my arch-enemy, what can I do?

if it's not that way, I have no idea what we've got to do

this way we're coming back to the prison

and that's of no use

let's go up here again, and see what we find out

I must have missed something

I must have missed something

how do I open this thing

Closed OK

No idea

Hey, where do I have to go, thanks

maybe we have to go out there through here

but I don't feel like losing half of my health, so let's go down here

going for a walk

that must be what lowered my health, cause the others didn't even touch me

Maybe it was getting quite the bad blow

This way. Gotta be careful, these are still alive

alive and kicking

and I don't feel like getting killed by one of these

nothing that way

look at him. He doesn't know what's coming for him. Nah, he does

please, would you let me through?

I want to backstab one

but they won't let me

wait, I'm stupid

this isn't the way

it's down the other stairs

I can do it

it's...

here they are, now we're talking

great

Must be this door

And we're walking in circles like idiots

well

that's how you lose 8 minutes of recording

don't feel like falling to my death

not yet

Great job, keep on going. Thank you

Good luck

rating 115

a +1, right?

is this a path?

it is

there are some eggs

dunno where we're going that way

I know just a few things about this game, and one is that you have to look around

so you won't miss things

it ain't cool

what are those eggs?

maybe that's it

where were they?

Touch bloodstain

there's nothing we can do

this way you can see how someone died

great job, champion

wait, let's try not to go the same way

would be pathetic to die there after laughing at him

Damn Gandalf, calling the eagles once again

alright

Let's go to Lordran

on holiday

this is the flight company we've chosen

cool

thanks ryanair

a bit uncomfortable, but...

but it was cool

In Lordran, strenghten the bonfire and level up

Trophy, make it to Lordran

we can level up, then

we've got 2600 souls

dunno what to raise

Some dexterity

Vitality is always fine

go with another one of this

not too bad

Hi!

Well, 'Mr. Sunshine' just made our day better

there's no water, you won't reach to drink

Incendiary bombs

sounds good

what's up boy?

this is cool

he's having fun

another knight

fuck you then

ugly

this is freaking huge

and this is probably up half an hour

so

there's people

don't know why I wnt to the bonfire

I think we're gonna leave it here for today

We're going to continue with this series

I'll try to...

make a video of this every week

And in those weeks that I'm not too busy I'll make a video of something else too

two videos every week would be terrific

so that's what I'll try to do

the game is awesome

and I really want to go on

I was wating for this day to come

So I hope you like it, and join the series

cause it's going to be fun

it's gonna be great, yes

so that's it. Bye ;)

Deaths: 0 Souls lost: 0

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