Thứ Ba, 21 tháng 8, 2018

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Wanna

know

top 5

best weapons

DLC?

Yes??

Then welcome to my video.

I am "iUnholy"

Also known as "Kha' Jit"

I will show you, the base & the max stats of every weapon

The moveset

And also, a short footage from a boss fight

So you can see the damage output for your self

The Character I will use have

40 STR, DEX, INT, FTH & LUCK

This list is what I prefer when playing this game

Do not forget to consume this item called "LIKE"

And lets begin!

Ringed knight straight sword

The max Damage is 421

It has 2 different weapon arts

And it is great for PvE & PvP

Now to the moveset

Quakestone Hammer

The max Damage is 570

This is one of the strongest weapons in the game

But it is also a great stamina drinker

Now to the moveset

Ringed Knight Paired Greatswords

Max Damage is 599

You have many options with this weapon

And I highly recommend using this weapon in PvP

Now to the moveset

Onyx Blade

The max Damage is 570

You can use the weapon art to buff this weapon with Dark Damage

And the damage goes up to 715

This is my favourite Greatsword of PvP

You can make a great Hexer build with this weapon

Now to the moveset

Crucifix of the Mad King

The max Damage is 575

But you can buff this weapon with "Dark Blade (dark miracle)"

To get maximum Damage of

721

This weapon hits like a *****

Escpecially if you charge your heavy attack

Now to the moveset

And finally the most important Question!

Which DLC have the best weapon list?

For me Ashes of Ariandel Wins!

Only because of the Onyx Blade, my favourite weapon

So, Ashes of Ariandel? or The Ringed City?

Leave your message down below

And please...

Do not writte:

try finger but hole

For more infomation >> Top 5 ►Best Weapons DLC | Dark Souls 3 - Duration: 8:28.

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Lil Skies Type Beat 2018 - "Dark Days" | Free Type Beat - Duration: 4:04.

For more infomation >> Lil Skies Type Beat 2018 - "Dark Days" | Free Type Beat - Duration: 4:04.

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Katy Perry | Dark Horse | Best Singer of the World | Memphis Egypt | Khulna Music TV - Duration: 3:45.

Katy Perry | Dark Horse | Best Singer of the World | Memphis Egypt | Khulna Music TV

Katy Perry | Dark Horse | Best Singer of the World | Memphis Egypt | Khulna Music TV

Love is like I was trying to get credit but mama so dope I messed up

For more infomation >> Katy Perry | Dark Horse | Best Singer of the World | Memphis Egypt | Khulna Music TV - Duration: 3:45.

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(FREE) 6lack Type Beat - "Vicious" | Dark R&b Type Beat 2018 - Duration: 4:42.

6lack type beat

For more infomation >> (FREE) 6lack Type Beat - "Vicious" | Dark R&b Type Beat 2018 - Duration: 4:42.

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(Free Download Beat) Night Type Beat "Sniper" Dark Type Beat - Duration: 3:00.

www.BrainiacBeats.com

Let me know what you think of this beat in the comments section

You can download this beat for free at www.BrainiacBeats.com

If you plan on using this beat, please purchase a license at www.BrainiacBeats.com

For more infomation >> (Free Download Beat) Night Type Beat "Sniper" Dark Type Beat - Duration: 3:00.

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🔥 "LIMIT" Sad Emotional Dark Trap Beat 2018 | Trap Beat Instrumental 2018 / Free Beat 2018 - Duration: 3:59.

For more infomation >> 🔥 "LIMIT" Sad Emotional Dark Trap Beat 2018 | Trap Beat Instrumental 2018 / Free Beat 2018 - Duration: 3:59.

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Shenmue: Dobuita After Dark - Duration: 10:13.

[SEGA Dreamcast Start Up Sound]

On December 29, 1999, young Austin McConnell fired up his SEGA Dreamcast, and everything

changed.

The dying breath of the nineties brought with it the release of Shenmue, the action-adventure

masterpiece of Yu Suzuki.

To put it simply, nobody had ever seen a video game like this.

Set in 1986 Yokosuka, Shenmue follows the tale of teenage martial artist Ryo Hazuki

as he investigates his father's murder by a name named Lan Di, the mysterious leader

of a Chinese cartel.

In the game, the player would search for clues to this mystery by exploring an open world

full of unique characters, locations, and events.

While that seems fairly run-of-the-mill these days, the game employed mechanics and featured

beautifully rendered graphics that were simply unheard of for the time.

These were the days when most AAA games consisted of simple 3D geometry and self-contained levels.

Shenmue was a major leap forward for console gaming, featuring a persistent world where

every single character, even NPCs, had a name, occupation, and a daily routine.

An in-game clock gave the universe a schedule.

There was a historically accurate weather system, shops would open and close based on

the time of day, buses would run on timetables, and certain areas would simply be inaccessible

if you arrived early or were running late.

Much of the game's objects were interactive... able to be picked up, examined, searched through,

and even collected.

The main character Ryo had his own routine - he would receive a daily allowance, which

the player could choose either to save to assist in tracking down Lan Di, or, if they

so desired, blow it all on capsule toys or hanging out at the local arcade.

While Shenmue was often advertised as a fighting game, the true magic was in the game's little

moments: walking around town, looking through Ryo's house, taking care of the neighborhood

kitten, small talk with a wide cast of characters, and jogging back to Yamanose so that you'd

be home in time for Ryo's curfew.

Still to this day I remember spending hours running around certain areas of the game world

where it snowed more, just so I could hear the satisfying crunch of Ryo's steps as

his feet would touch the ground.

Unlike most action titles, this was a game that embraced quiet, and the beats in between.

I could spend an embarrassingly-long amount of time talking about various moments in the

game (and deconstructing what made these scenes and sequences so great) but instead, I want

to highlight just one, and explain a bit about what it meant to me.

It's my favorite moment in the entire game, and it takes place as the story is reaching

its final chapter.

Ryo wakes up in the middle of the night and decides to go for a walk to clear his head.

He's been through a lot, thus far.

Over the course of the game, he's managed to connect Lan Di with a gang of bikers called

The Mad Angels, and he's kicked up enough dust at New Yokosuka Harbor that Terry, the

gang's leader, is out for his head.

What seems like a much-needed moment of quiet soon takes a turn.

As he returns home, the housekeeper Ine Hayata informs him that Nozomi, his sort-of high

school crush, is missing.

Ine: Where you just with Nozomi-san?

Ryo: No.

Something happen to her?

Ine: Well, Ida-san just phoned, and it seems Nozomi-san hasn't come home.

Ryo: What?

Ine: Nozomi-san said she was meeting you.

Ida-san said she can't reach Nozomi-san...

(Phone rings.)

Ryo: Hello?

It's Ryo.

Evil voice: Eeeeehehehehe!

Terry's waiting!

Ryo: Who is this?!

Evil voice: ...You meet us behind Warehouse number 17!

Nozomi: Don't, Ryo!

It's a trap!

Ryo: Nozomi!

Evil voice: If you don't show, I'll make her cry!

Eeehahahaha!

Ryo: Don't you DARE touch her!

Evil voice: I'll give you four hours, or else!

Behind Warehouse number 17! Nyahahahaha!

(Click.)

Ryo: Ine-san, I gotta go.

Ine: Ryo-san!

Ryo quickly leaves his house and heads out to rescue Nozomi from The Mad Angels.

At this point, the game gives you control, and as you step out onto the street, you realize

the occasional calm and peaceful moments of the game are over.

Whether Ryo succeeds or fails to rescue Nozomi, from this point forward, his life will never

go back to normal.

Running through the neighborhood, the player is treated to sights that they have never

seen.

Throughout the game, Ryo's curfew is 11:30 at night.

If he stays out too late, he's immediately transported back home, and receives a scolding

from the housekeeper.

This means you only really get to see a few quick glimpses of the game world after the

sun goes down, as most of the other game's characters are heading home for the night.

But now, for the first time, you're outside after midnight.

You only have three hours to make it to the harbor.

Any longer, and it'll be too late.

The player will naturally make their way to Dobuita in an attempt to catch a connecting

bus - the only way the Harbor can be accessed - but Ryo quickly realizes upon arrival that

the bus has stopped running for the night.

A quick phone call to Master Chen, Ryo's mentor at the Harbor, turns up nothing.

Ryo is on his own.

This touches off a frantic three hour search to find a way to New Yokosuka, and in order

to do so, Ryo will have to venture into the seedy underbelly of Dobuita.

At this time of night, the normally bright and bustling city has become a relative ghost

town, with only a few drunks and the occasional goon staggering along the street.

Ryo, and, by extension the player, have never seen this side of the city before.

The shops are all shut and, save for the local Tomato Convenience Store, the only sounds

of life emanate from the downtown bars.

Still a young high schooler, Ryo reluctantly makes his way down the rougher side of town,

and begins searching for a way of transportation.

It's here, in the dark, that Shenmue shines.

These streets, which the player has spent the entire game growing comfortable with,

now feel eerie - as if something in the shadows is just waiting to jump out.

We're also given a glimpse into the game's true nightlife - smoky bars, koaroke clubs,

characters who don't walk the streets during the day are suddenly right before our eyes

- and these strange and unfamiliar faces are now our only hope.

The genius of this sequence isn't just the outward design - but the internal clock.

As much as the player is pulled in by this new and alluring atmosphere - this desire

to search and explore these places we've never seen before, at least, not like THIS

- we're frequently reminded as we glance down at Ryo's watch: less than three hours.

In real time, only a handful of minutes to figure out how to get to the harbor, and Nozomi.

We can look around, but we can't stay long.

During this moment, young Austin McConnell found himself stunned.

As a relatively unassuming and considerably geeky kid, I didn't get out much.

When you grow up like I did, you spend every night at home.

You don't really have any exposure to your town, or even neighborhood past a certain

hour.

The ability to see the other side of the world you live in is just not an option.

Dobuita is different after dark.

And, so is Springfield.

The city has a different feel.

The people walking around are different.

The sounds are different.

And, walking alone during the day just isn't the same as walking alone at night.

Shenmue was the first time a video game set in the real world made me think about the

one outside of my own.

It was the first time I realized that, when done right, a video game can be beautiful.

It was a profound influence on a kid that couldn't look past a TV screen.

It made me look outside my own window and, maybe in some small way, helped dispel the

fear of a life past 11:30pm.

To be clear, the nightlife of bars and seedy dark alleys just isn't for me... never has

been, never will be.

But, in some small way, I'm not afraid to be alone at night anymore.

After all, it's in the night where we find our deepest thoughts.

Eventually Ryo finds a family friend, Akemi, who works as a hostess at Bar Yokosuka, who

suggests he take a motorcycle.

This leads Ryo to Knocking Motorcycle Shop, where he manages to catch his friend Goro,

who runs the place.

He suggests Ryo check with his classmate Naoyuki, who just got his bike repaired.

With only minutes to spare, Ryo races back to Sakuragaoka, and Naoyuki's house, buzzes

him, and after a quick ask, gets handed the keys.

With that, Ryo straps on a helmet, fires the bike up, and races towards destiny.

[Music]

Shenmue and its sequel have been remastered and are releasing on current-gen consoles

and PC today.

To be honest, I don't know if you'll "get it" once you start playing.

Whether it's aged well enough for a modern audience remains to be seen, but I can't

wait to get back to 1986 Yokosuka.

And, who knows?

Maybe I'll run across December 29, 1999 on my way there.

For more infomation >> Shenmue: Dobuita After Dark - Duration: 10:13.

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Chrono Cross | Retrospective Review - Duration: 28:52.

It's no secret that Chrono Trigger is my favorite video game of all time.

There's really not enough praise I can pour onto it.

It's without question one of the most perfectly executed, laser focused, and cohesive works

I've ever had the pleasure of experiencing.

However, for all of its brilliance, its cleverness, and its timelessness (see what I did there?),

it also has some slightly troubling behind the scenes stories regarding the workload

and stress that were endured by the development team to make it happen.

In other words, brilliance of this kind comes at a price, and in Chrono Trigger's case

that price was paid heavily by young developers seeking to prove themselves to legendary figures at Squaresoft.

In my Chrono Trigger review I talked about Yasunori Mitsuda's experience, how he worked

himself nearly to death and ended up in the hospital, but I didn't have a chance to

talk much about Masato Kato—the story planner and script writer.

If you don't know who this guy is, he's the one responsible for some of the most badass

cutscenes of the NES era with the Ninja Gaiden titles, but in his interviews for Chrono Cross,

he expresses a level of candid bitterness that I'm finding more and more common among

these poor developers who worked at Squaresoft during their golden years, and honestly who can blame them?

This seems to be the attitude of Kato toward Chrono Trigger when you look at his responses,

and the most interesting thing about this sort of subdued resentment is that it seemed

to be a driving force for him creatively in how he approached both of its follow up projects,

Radical Dreamers, and Chrono Cross.

It's also likely the best explanation for the change in tone that so many Trigger fans

make a point to address in their criticism of Cross, but I'll get to that a little later.

Many people who played Chrono Trigger before Cross, and saw the way the game ended, might

have wondered why there was any need for a follow up to it at all.

Well, for Kato at least the motivation was derived primarily from Schala, whose story

he felt was left unresolved.

Radical Dreamers—a text-based visual novel released in 1996 on the satellaview add-on

for the super famicom—was the result, and in Kato's mind was initially more like an

indie film project where a small, tight-knit group came together to create something fun.

Over the course of its three month development though, it sort of evolved into something

larger than it was ever intended to be, and the final product left Kato feeling embarrassed,

claiming that development halted when it was only half-finished.

He felt so strongly about this in fact, that when Square wanted to include Radical Dreamers

in the Playstation release of Chrono Trigger, Kato simply refused.

Instead, after production wrapped on Xenogears, Kato decided to take the ideas introduced

in Radical Dreamers and turn them into a full-fledged game in their own right, claiming that he

heard Kid's voice echoing from within him, calling him to finish her story.

And so began the development of Chrono Cross in mid 1998.

Right from the beginning though, Kato was firmly against taking the ideas and design

philosophies of Trigger and simply building upon them in Cross.

He wanted in as many ways as possible to start from scratch and try to create something that

had never been seen in the genre before.

This meant he axed any discussion on bringing time travel back, deciding instead to explore

the idea of parallel worlds that the player would travel between.

It also meant starting fresh with the art direction, meaning that Akira Toriyama's

style—which served as the basis for the look and feel of the first game—was replaced

by Nobuteru Yuki's designs, with Yasuyuki Honne providing overall art direction.

The difference between each game's art style is stark to say the least, but in addition

to this, the battle system from Trigger was completely scrapped, effectively abandoning

the ATB system that Final Fantasy had made popular, and replacing it with what is probably

the most unique battle system I've ever seen in an rpg.

The result is a game that feels very different from its predecessor in almost every respect,

and while this was the intention of the game's director from the beginning, it was clear

that the dev team, alongside Squaresoft as a whole, felt concerned about living up to

the lofty achievements of the "dream project", and had some fears about how Cross would be received.

This is seen clearly in interviews with the game's producer, Hiromichi Tanaka, who claimed

over and over again that Chrono Cross is not a sequel to Chrono Trigger.

Like seriously... he really, really wanted to make that clear; which is odd to me when

considering how important the events of Trigger are to Cross's story.

The two stories are very much entwined and Cross especially feels interdependent, so

to me this seems a lot more like a PR move.

However, it proved to be a justified one, considering the harsh feedback the game received

from many of the die-hard Trigger fans.

Despite the disgruntlement of some fans over directorial shifts though, Chrono Cross is

an incredibly unique and polished experience.

It's often difficult when dealing with a revered classic to separate the successor

from it and judge a sequel purely on its own merits, but I felt for myself that it was

important to really make a strong attempt to do so—especially since that's exactly

what the developers wanted the audience to do anyway.

Having played the game with that mindset, I can say that while it might not be one of

my absolute favorite games from Squaresoft, I can understand why it is regarded as a classic by so many.

The island theme—which was inspired by Masato Kato's scuba diving excursions in Southeast

Asia—alongside a beautiful implementation of the artstyle, a refreshing battle system,

and a gorgeous soundtrack, are probably its greatest achievements; creating this really

chill and relaxing vibe as you play.

The story itself, while putting the kind of heavy late game exposition dumps that the

genre has become infamous for on full display, still plays with some interesting ideas, and

I think it flows quite naturally into some of the unanswered questions Chrono Trigger

was unable to resolve.

For me, it was these connections to Trigger that provided the game's most interesting

content, but they aren't really the focus of the story necessarily.

For Kato at least, the game is more of an "ole boy-meets-girl story", and also carries

some wonderfully poignant depictions of the search for identity.

In order to elaborate on this, I'll have to delve into some spoiler territory, so if

you'd like to avoid that please skip ahead to the timecode shown on the screen now.

It's obvious that jrpgs are heavily inspired by anime, and considering that kids and teenagers

were the target demographic for games in those days—at least generally speaking—it makes

a lot of sense that self-discovery and coming-of-age tales (the kind that are commonly seen in

shonen anime) crossed over into video games as well.

The usual template for JRPGs pits young people, who are struggling to find their place in

life, against the world's greatest threats, and that template has become a pretty big

cliche at this point.

That being said, I think the journey of Chrono Cross's main character, Serge (as well as

a number of others in the cast), are easily some of the more subtle and nuanced examples

you'll find in the genre.

Serge in particular, through early events, finds himself thrown into a parallel world

in which he had died as a child, and where none of his village friends or acquaintances recognize him.

Through his efforts to return to his own world he gets swept up in a larger plot, eventually

swapping bodies with his nemesis, only to return to his own world and be rejected by

his loved ones due to their prejudice against demi-humans.

For some players I've spoken with, this sense of not belonging in your own skin was

very personally relevant.

In the end, having embraced what makes him different, Serge finds the strength to reclaim

his identity and embrace his unique gifts, and with the help of his friends faces the

dangers that are his destiny to defeat.

Messages like these, I think, are what really lingered with young players who were also

struggling to find their place in the world, and who perhaps felt different or out of place

in their social circles.

For these players, Chrono Cross offered courage to face their own fears while embracing who

they are, and I have to agree that when it comes to themes of self-discovery, this game

can be deeply resonant.

For others though, it was all about the journey across such a beautifully realized world,

discovering memorable locales and endearing characters to recruit.

This game has a total of 45 playable characters to enlist to your cause, many of which can

only be unlocked over multiple playthroughs; and while trying to implement and execute

on such a large cast inevitably leads to majority feeling shallow or underdeveloped, for those

who enjoy collecting it can be quite satisfying to find and round them all up.

Personally, I don't enjoy that kind of collecting, and would have rather seen the cast reduced

in order to bring a stronger focus to the characters who play major roles in the story,

but even if the character development isn't quite as deep as I would have liked, there

are still some absolutely brilliant moments for a select few, and those moments certainly

deliver on an emotional level.

One thing that bothered me a bit though was that there are certain choices that can be

made in the game that more or less create a branch in the game's story and change

which character's you'll be able to recruit and so forth.

For one such choice, you are forced to make what I would see as the obvious bad or wrong

choice in order to have access to one of the most beloved characters in the entire game.

This may be considered a small thing for some people, but the way choice and consequence

are handled in the game didn't really work for me.

I also think the game struggles to find a central message or theme used to guide the

directorial choices and overall pacing, and because of it I think the story tends to feel

a bit messy.

This is something Kato has inadvertently admitted to in interviews.

"I don't normally think particularly about a theme or message at the launch of a project.

The important question is whether the player will enjoy playing the game...

What's important is not the message or theme, but how it is portrayed as a game."

For me, this lack of attention to the importance of theming hurts the delivery of the story

in some spots, but in particular in how the game resolves.

Without spoiling anything major, Kato really tries with the closing text to beat you over

the head with this message about how humanity needs to overcome its violent impulses and

learn to coexist peacefully with nature, and while there was one or two small instances

where this idea was played with in the story, it certainly was never a main focus of the

game, and so this heavy-handed pontificating in the game's closing minutes felt terribly

out of place to me.

For this reason, alongside the giant exposition dumps in the closing act, the game's resolution

did not feel particularly satisfying for me, and therefore hurt my overall sense of cohesion

with the narrative.

In other words, while I think there are some exceptional ideas in play here, I ultimately

did not like how they were executed, and I think a big part of the reason why it feels

so messy is because of Kato's flippant dismissal of the importance of theming, especially for

a story as large and ambitious as this one.

In my opinion, it would have made a great deal more sense to bring the idea of self-discovery

into the closing monologue, or perhaps even a focus on the resolution of Schala's story

that served as the genesis for this project in the first place.

While the ending credits sequence does that to some extent, it does so in only a nebulous

and obscure way, which kind of defeats the purpose of creating an entire game to help

resolve a subplot that felt ambiguous in Trigger to begin with.

I will say though, that this game has one of the better localizations among Japanese

games from that era, and that is largely because of Richard Honeywood's influence within the company.

After his horrifying experience translating Xenogears, he went on to contribute several

major changes to how the company approached localization.

"Xenogears was pure hell, but it revealed what really needed to be done for proper localization.

From that project on, I contributed to change Square's approach to localization.

Basically most of the factors that make Square Enix's localization different from other

companies' methods came out of the experience of this project."

Honeywood's approach to localization is one that I strongly agree with, and I find

his perspective valuable when it comes to understanding the process.

I'll leave a link to this interview where he describes his approach in the description

and I definitely suggest you read it, but in short I think he knows exactly when changes

from the original script are both necessary and more effective for English speaking audiences.

That being said, another addition Honeywood and his team made to the game was a script

they wrote into the game's code that generated accents, which was put in place to help individualize

the 45 playable characters without the need to go in and manually tweak each and every dialogue box.

So basically they could place in a more direct translation for a character, and then the

script they wrote would apply an accent to it on its own.

Any time you're dealing with an automated system like this you're going to get some

level of awkwardness, and there were a few times when I had to really stare at a sentence

for a second to try and make sense of it.

With games that rely on written text only, I prefer they either go light or stay away

from accents entirely, but overall I think the accent generator did it's job in this

case, and I definitely understand the need here to try to make all of these characters

stand out and be memorable in their own right.

Again, personally I'd rather they had just reduced the cast and focused on hand-crafted

dialogue, but that's just me.

Anyway, while not perfect by any means, the story still has some absolutely amazing moments,

and I'm certainly glad to have played through it myself.

My problems with its execution are firmly rooted, but they would never keep me from

recommending the game to other players, even if only for some of the character scenarios

and subplots which is where the storytelling truly shines.

On the gameplay side of things, however, I have a lot of praise.

Not only did the team try to create something refreshing and different from the established

formula, they succeeded in making it really interesting, fun, and fluid.

I'll start with the combat, and the best place to begin there I think is with the element system.

Magic spells, or elements as they're called in this game, are actually items that can

be found or purchased in the world, and you can hold several of each in your element inventory.

In order to use elements they have to be equipped to your characters before battle.

In some ways this is actually similar to how Final Fantasy VIII's junction system worked,

but with one key difference.

In FFVIII, when you used a spell it disappeared from your inventory and you'd either have

to draw another spell to replace it or refine one.

When you use a spell in Chrono Cross it isn't used up like that.

Here you can only use any particular spell once per battle.

After the battle ends you'll be able to use it again in the next one, but you're

only allowed to use any given spell once in a single battle.

This means you'll have to equip several elements to use if you want to cast more than

one spell in a fight, and additionally you'll have to equip duplicates of the same element

if you'd like to cast a spell, say fireball, more than once.

At the beginning of the game you'll have very few slots available to insert your elements,

but as you level up you'll find yourself with dozens down the line.

The layout of the slots in the grid is also important to note.

Each column represents the next level of magic, so elements in column one are level one spells,

elements in column two are level two, and so on.

However, you aren't locked into placing level one magic into the first column.

You could also put a level one element into the seventh column if you wanted to, and doing

so would increase the spell's power (which is indicated by the plus sign next to the number).

You can also do the reverse and put a high level spell into a low level column, but its

power would be decreased.

Once you have your elements set up and get yourself into a fight, you can't just use

them right off the bat.

You have to build up to them first by performing physical attacks.

So, if I land a successful attack once, I gain access to the level one elements, if

I land a second attack, I gain access to level two, and so on.

Physical attacks also function a little differently here than in most other jrpgs.

In this game you don't just select the attack command and watch your character jump across

the screen and swipe at the enemy.

Rather you have three options: a level one attack which is weak but has a high chance

of success, a level two attack which is stronger but is less likely to succeed, and a level

three attack which is the strongest but also has the lowest chance of success.

If you succeed though you'll gain three levels on your element grid.

This is somewhat similar to how physical attacks were handled in Xenogears with triangle, square,

and x… or cross if you prefer that "sorry".

However, each time you successfully land an attack, your chance of success across all

three attack levels will increase as well.

This is why the game suggests attacking with a level one strike first, which will increase

your chance of success, then a level two strike, which will increase it even further, and then

a level three strike, by which time your chance of landing the more powerful attack will be a lot higher.

Of course, you aren't unlimited in how many times you can attack like this, but have to

pool from the character's stamina.

At the beginning of every fight your characters start with seven stamina, and consequently

a level one attack will require one stamina, a level two attack two stamina, and a level

three attack three stamina. Simple enough, right?

The goal is to use your stamina to gain access to your higher level spells, then use them

to inflict big damage by exploiting enemy weaknesses.

Red deals extra damage to blue, green to yellow, white to black, and visa versa.

However, using the spell at the end of the turn also takes stamina, which means you'll

dip into the negative, and might not gain a full seven stamina back for your next turn.

On top of this you have the field effect gauge in the top left corner of the screen.

Basically this tracks which elements were used for the previous three turns, and both

the player's party and the enemies' effect this.

The goal here is to get all three circles to be the same color, let's say white, so

that when you cast your white elements they'll be greatly strengthened.

On the inverse, if the enemy were to cast a black element while the element field is

entirely white, it would weaken the spell.

In addition to this, you can only cast summons in this game when the element field is filled

entirely with the element that summon is associated with.

To me, it was kind of a hassle to make this happen so I didn't really mess around with

summons too much, but when you can make it work they are really powerful for sure.

So there's a lot to manage in these fights: element selection and equipping before the

battle, stamina, physical attack chance of success, building toward the element level

you want to use, enemy weaknesses, and the element field.

Overall it might seem like a lot at first (I certainly felt that way as I was trying

to figure it out in the early game) but when all is said and done I think it has just the

right amount of layers and depth to keep it feeling exciting as you play through the game.

Even if that isn't the case for you, enemies can be avoided in this game if

you'd rather just move on; so there's no dealing with random encounters.

You can also run successfully from any fight in the game, and yes that applies to bosses as well.

This is a super great feature in my opinion, considering that sometimes in these older

jrpgs you wouldn't know exactly what to expect when you reached a boss and perhaps

hadn't prepared the right way.

Being able to run from battle, requip yourself, and come back was something I really liked

and I wish more jrpgs did this as well.

The only real criticism I have when it comes to combat is that similarly to the way materia

makes character selection a bit meaningless in Final Fantasy VII, the element system sort

of does the same thing here in Chrono Cross.

For the most part combat is about using physical attacks to build up to the element you want

to use, and so the strategy is universal for just about every character.

The characters don't really feel unique in how you use them in combat, so again I

never felt all that motivated to experiment.

Their innate element color, which effects their elemental strength and weakness, was

more important than the actual character in that sense.

There are a couple of exceptions to this, like Sprigg who can use the dopplegang ability

to transform into monsters she's killed and use their abilities.

This makes her unique from any other character, and plays a part in learning the necessary

abilities to win in a monster battling arena later in the game, but outside of that there's

kind of a select few characters who have the best stats and special weapons, and you'll

typically want to go with them since most characters play the same way anyway.

Also, with the combat being as layered as it is, sometimes it did feel like battles

progressed a little slowly—more so than other games anyway—but there's always

the option to instantly escape or avoid fights altogether if you're finding battling tedious.

There's often not much incentive to fight a lot of battles anyway because of how level

progression works in this game, which was something I also really liked and wish was

more common in the genre.

Basically you don't earn experience points from battles at all.

You only level up after defeating bosses.

That might sound strange at first, but I actually really like it because it totally eliminates

the need for grinding and makes sure that the party is at the appropriate level to fight

the next boss, which helps the devs with balancing the game.

"I there any purpose in fighting regular enemies then?" you might ask.

Yes, there is.

After you've defeated a boss and leveled up, the game resets this sort of hidden system

for the next several battles against regular enemies, which will result in small stat upgrades

to things like strength, agility, HP, and so on.

After fighting a certain number of battles these stat increases will start to become

less and less frequent.

There's kind of a lot that goes in to how the game determines this that I have neither

the time nor desire to explain, but I'll put one of the better guides I've read on

this in the description if you're interested in looking at it.

The basic idea is this: when you fight a boss you level up, and after that each battle you

fight for the next little while will give you small increases to your stats, but the

more battles you fight the less often you'll see stat upgrades, and eventually you'll

get to the point where you'll get nothing for fighting battles.

Then, in order to start seeing the small stat upgrades again you'll have to fight the

next boss and level up to reset this.

Overall I like the idea because the player is never under or overleveled this way.

I also loved the new game plus feature, which functions identically to how it did in Chrono

Trigger, where you can go fight the final boss at varying times throughout the story

and unlock multiple endings.

Many of your items and equipment carry over, and they also included a fast forward and

slow down feature, making it possible to get through the game much quicker the second time,

as well as get a really good look at some of those awesome battle animations.

As far as new game plus goes, both Trigger and Cross get it exactly right.

It's great stuff.

Yasunori Mitsuda is a guy I relate to a lot, at least from what I've read about him.

He's an extremely passionate guy and a total perfectionist when it comes to his own work.

His willingness to work himself to death to make up for perceived shortcomings is something

I relate to in a big way, and I think it's primarily why his music is so full of emotion.

Chrono Cross's music is no different.

It is considered by the vast majority to be an all time classic video game soundtrack,

and for good reason.

After having gone through the rollercoaster ride of bad health that he experienced on

Chrono Trigger and Xenogears, Mitsuda finally decided it was time to take better care of

himself, so he departed Squaresoft and began working as a freelance composer.

Luckily Kato convinced the company to bring Mitsuda back, despite their unwillingness

since he had just quit, knowing that he wouldn't be able to get that "Chrono sound" from

anyone else, and Mitsuda was able to write without destroying himself for the first time

since he started composing for games.

The result was a soundtrack that captures all of the uniqueness that Kato sought to

bring to Cross while also placing a number subtle call backs to Trigger in the form of

leitmotif, essentially bridging the gap between the two and making Cross feel like it exists

in the same world while also cementing its own identity.

There are some tracks here that are just… incredible… especially the slower-moving,

emotional pieces which is where I think Mitsuda really shines.

Tracks like Chronomatic, The Girl Who Stole The Stars, Fragments of a Dream, Arni Village,

Forest of Illusion, and the ending credits music, Unstolen Jewel, just put me at a loss for words.

There's nothing I could say to do them justice.

However, where I think Mitsuda on the whole struggles a bit is with battle music, and

I think Cross more so than Trigger and Xenogears suffers in this area.

I think the most criticized track in the whole game is easily Gale, which was aptly described

by a fellow youtube commenter as "the song you hear when you get molested by clowns in hell."

Now, I think the reason it gives that impression has more to do with instrument choice and

mixing than it does with the melody or musical phrases.

Gale's melody is carried by this fiddle-esque string playing, which is usually associated

with a more festive piece rather than a dangerous one, and the bouncing, bubbly bass adds to

that wacky or silly nature that obviously conjured up the image of clowns for this person.

However, listening to the version of this track that appeared in Radical Dreamers gives

a very different impression.

It still has the same melody, the same crazy 9/8 time signature, but definitely feels more

threatening in my opinion.

It's amazing how much a simple change of instrument and a closer mix can alter the

entire feel of a piece.

To be completely honest though, I didn't love any of the battle themes in this game,

and yes that includes Dragon God and Fate - The God of Destiny.

It's not that these special boss themes are bad or anything—they're good compositions—they

just never made me feel the same sense of peril that Mitusda was able to capture in

other games with tracks like Awakening and Knight of Fire from Xenogears for example;

both of which I find to be excellent.

The only reason I bring this up is because a jrpg's main battle theme is the music

the player will hear more than any other track in the entire game, and so for me it's very

important that this piece be super engaging so as not to become fatiguing to the ear as you play.

Unfortunately in this case, Gale was fatiguing to my ear after about five seconds.

Aside from battle music though, Mitsuda's work here is absolutely brilliant.

Chrono Cross is very much a product of its time, both as a PS1 jrpg and as a Squaresoft

project of the late 90s.

In that sense, the development team endeavored to create something new.

They wanted to innovate their formula and take advantage of the hardware they were working with.

They sought to escape the boundaries of what fans might expect from a followup or sequel

to Chrono Trigger, and were willing to take risks in the pursuit of constructing something wholly unique.

When played with that in mind, I think Chrono Cross proves to be an enjoyable experience

with an incredible sense of style and compelling ideas.

The storytelling can be a bit uneven, with a vast majority of its complex plot being

dumped in huge paragraphs of text near the end of the game, and it struggles to embrace

a clear theme, but there are some really excellent character moments and the world is both gorgeous

and satisfying to explore; especially with such a masterful soundtrack to accompany you.

If you go in expecting an iteration of what you loved in Chrono Trigger—a game that

looks, feels, and plays in much the same way—then you'll certainly be setting yourself up

for some level of disappointment.

It's clear that the developers didn't want Cross to be thought of as a direct sequel,

so if you're a huge fan of Trigger, and can separate the two in your mind, you'll

likely find it easier to swallow.

Looking at the game on its own though, without using Trigger as a benchmark, I can easily

see how it could be considered a classic from an age where JRPGs were truly in their prime,

and would not hesitate for a second to recommend it.

There really isn't anything else like it I've ever played.

For more infomation >> Chrono Cross | Retrospective Review - Duration: 28:52.

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

SPIDER HUNT at DRAVA - Nature Adventure - Duration: 16:57.

Car vlogs!

It works! It is super early

5:45 AM, but...

I'm also super hyped and I'm not

tired like, at all because

I have something special for you, and also for me

We are heading out for a nature adventure, hell yeah!

And this video will be different because

I have a special guest, and it is actually real biologist

his name is Goran Šafarek

or Šafarek (different accent)

I need to check with him what is the correct

pronunciation of his...of his surname

this is so unprofessional

so anyway, I'm going to meet with him and then we are heading to

some location, we will try to make a cool video

some cool nature advanture video, find

some awesome animals and all that

stuff that we all like so it should be really nice

majority of this video will probably be on Croatian

because it is more comfortable to talk on Croatian

with other people that are local

so if you are 99% of my audience

you will need subtitles and in case you don't see them

you need to click..I don't know exactly where it depends

if you are on mobile or desktop

but you need to click somewhere and enable those subtitles if

aren't seeing them, other then th...nooo red light

I was too slow...so other than that

nothing, let's meet with Goran...GREEN LIGHT

I also need a front facing gopro so you can see where I'm heading

that would make car vlogs even more cooler

than they already are...actually

first we need to get some gas, I mean disel because this is a disel car

I see that I'm low on it

luckily here's a gas station

Morning! Good morning

thank you!

we are full now

now we can go and meet with Goran

Good morning...are you Šafarek or Šafarek (pronunciation)

I also don't know...It's not important

I made an intro and all of that

and then I had no Idea how to correctly pronounce your surname

on what language do we speak?

on Croatian and I will put subtitles..we don't need to struggle with it

I'm not an expert for spiders...it is not my area of expertise

Yeah, I know. But I spent a lot of time in nature

and had encounters as I was waiting besides the water

you would see a spider walking on the surface and then just dives in

that would be A. aquatica?

yeah but beside that Diving bell spider

the Argyroneta (latin genus name) there are also some other species...

the ones that live on the water? Yeah the ones on the water, they can also hunt on the water

but they don't live exclusively under the water surface like Argyroneta

Yeah, that one lives in the water...yes they are specialized for that

but as I said, there are few species that are like half-specialized because there is a lot of pray

that is in and on the surface of the water so those species managed to exploit that fact

so where exactly are we heading now?

we are going on the "highway" near Drava (river)

that's after Drnje (village) Yeah, Botovo (other village)

why is it called highway? I know that I already hear that

because they were excavating the gravel for Zagreb - Belgrade highway

ohhh, Zagreb - Belgrede....(capitols of Croatia and Serbia)

yeah, that's one old excavation area on Drava's backwaters

So we are now heading towards river Drava

Drava is one of the last preserved lowland river in Europe

and we will now mover around it's backwaters

they are also vital part of the river

so like some sort of swamps that are filled with life

yeah, that's what we are interested in

As a biologist I spent a lot of time doing researches

and in the same time I also do videography and photography

so I encountered a lot of spiders on the surface of the water

some of them were even diving in the water so there are definitely interesting species

so we will try to find something

I guess we will, so far I always managed to find at least something...even if it's just some bugs under the rock

you can always find something

left or right? here... I'll try to squeeze

we are here

how far do we need to go now?

its here exactly, this is the edge of swamp

and water is shallow so we will see what we can find

gravel is telling that this is an alluvial part of river Drava

what does that means ( so professional xD )

is means that, as Drava meandered, it brought gravel with it

so gravel is an indication that this is an area of river Drava

so that means, wherever they are excavating gravel...at one point in time the river was flowing there?

Yeah, the river brought it..al the way from Alps (mountain range in Europe) it brought the gravel

oh so then definitely there was a river there? Yeah, how else would do gravel came there?

Honestly, I never really thought about it

you know, there's gravel there...and that's it

here's one damselflies...morning is always good because

animals are still sleeping and they are a bit cold

they have dew on them and they are less mobile

if this was at noon...everything would be flying around us

yeah, usually they are just flying around all the time

now lets see the edge of the water

water striders here

where? this bugs that walk on water Gazivoda? (other croatian name for them) Yes!

Jesus?

because they can walk on water (lol)

we should scan the area

so hopefully...some frogs here

how are they called? Green frog. Just green frog

yeah, in Croatia you can find four species of green frog

are there a lot of species of frogs in Croatia?

compared to tropical areas not many

around twenty in whole Croatia

really a lot of frogs here...one is gray and the other is greenish

you know, green frogs can have a lot of color forms

they can be browns, gray, green...

but this is different species

this is Mukač...Fire bellied toad

it escaped...here somewhere

Fire bellied toad, that sounds cool

this is classic green frog right...yeah

we found spider? yeah we found spider on water lily

this old one, dead water lily...water lily grandfather

on it's edge there's a spider

this is definitely some spider that is not afraid of water

he looks waterish...yeah

but unfortunately I have no idea how Argyroneta (Diving bell spider) looks like

hmm it could be it, but I'm not sure...we will analyze...but it looks something like that

he is lacking a lot of legs

he got, one two there, four, five...he got five legs

yeah, not spider after all

how will it react

not really that active...oh he is a bit beaten up apparently

not in the best shape

but I'm pretty sure there is plenty of them here...yeah definitely

you know what, we should also look at some field for

Argiope, that yellow one..there is a lot of them here, that should be easy to find

here's one

(talking about something not related) yeah yeah

camera always focuses on things behind it

you need to use manual focus...yeah I know but

It's not always practical

this is really beautiful spider

do you maybe know why they do this white thing on the middle of the web?

no, do you know? nope

since we found it, I would like to throw something in its web...some grasshopper

got one...although small one

ahhh focusssss

oh it's already finished

so fast

probably hungry

breakfast...yeah

oh, so it bit it and left it

for later

when it dissolves

another one...ohhh, look how fat and pretty it is

ohh and in nice position for recording

I can even see the display now

so there is really a lot of them

yeah because the habitat is really diverse

you have swamp here, forest here

behind you have like fields and bushes

so they have what ever they need

let's find some prey...but a bit bigger

it would be good if you could catch something so I can sit and get good camera angle

hmm there should be a lot of grasshoppers here...yeah there should be

usually they are everywhere

yeah they just jump but maybe, as you said...it is morning

and everything is still....yeah probably

wait wait...got it

we got Obad! how do you say that on english? (gadfly)

ok I'm ready

noooo

wait wait, another one was on you

I can not believe

you are not experienced when it comes do spider feeding...yeah

here it is!

wait wait, I need to get in the position

ok go

how it wraps

yeah, incredibly fast

in few seconds the prey is fully wraped

it got few different types of web, one is that fine strand

when it needs it...uh you could see how it bit it

yeah, spider web is miracle of evolution

yeah, imagine if you could do that

now as it's moving on the web is is constantly going in and out of focus

oh here we are

water lever dropped a lot

I'm wondering what lives on these webs

oh I see where it is

yeah, I can see it inside

will it come out?

let's slowly try to open it

but it doesn't want to move

looks like there is more then one here

let's leave it be

I'll check here..here is one Mukač

fire bellied toad

on top totally not interesting...but from the bottom

small frog so really nervous

on its belly look, it's still not fully developed but look

oh yeah, I see...surprising for our area

we'll let it go now

heron

standard swamp birds

that's a bit tricky prey

ants aren't easy

you will also throw gadfly?

a bit too close

now it will fight the ant

they are fighting

you see how it's hitting it with its front legs

ant is on its way

he is capable...maybe he sprayed it with acid? yeah, and whey have hard exoskeleton

rather take gadfly

it seems like the spider is shooing the ant away

yeah it can probably see that it is an ant so it doesn't want to have anything to do with it

maybe also they aren't tasty because of the acid

looks like it's biting now

oh he disappeared

just ran away

crab spider and its pray

relatively small

how it managed to catch that, it's so much bigger then it

is it green? yeah

oh now you messed up...I was attacked by gadfly xD

here is one, this one looks more healthier...got all legs on it

it is brave

hey spider

what type of spider are you? definitely some that "fish" here

walking across the water with an ease

another one here...same? yeah

just some spiders fishing

so that would be it, let's end our trip here

so we reached Drava

one of the last preserved lowland river

this is of course just a small sample of diversity you can find here

we could find much more ...a lot of animals to record

but for one easy and slow morning...it was excelente

I don't know about you but I'm satisfied

no no, too bad we didn't to manage more spiders but it was all right

water level is really low so all the swamps are pretty shallow

we have a reason to come again..yeah

and before we end this video I would just like to tell you that

Goran got two blog websites

one is about Croatia's nature and wild life

and also nice locations in Croatia

and the other one is about the rivers of the world

and he also got youtube channel where he post bunch of nature and animal videos

his videos are amazingly beautiful and in case you are

big fan of nature and other related stuff

make sure to check out his channel and his work

and you will probably pick Croatia as your next vacation destination

trust me, links in the description

For more infomation >> SPIDER HUNT at DRAVA - Nature Adventure - Duration: 16:57.

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

The Dark Pictures: Man of Medan : Announcement Trailer - Duration: 1:50.

I've never been down there before.

Down?

Diving.

This is Alex.

S'up man, Conrad.

Good to finally meet you Conrad, this is Brad by the way, my lil' bro.

So, is everybody on board and ready to go?

Check it out. Who wants to find some sunken treasure?

You good?

More or less.

What do you know about this wreck? Just rumours.

It was insane, it was like travelling through time.

You should have never gone down to that plane in the first place.

Woah, damn.

Every single thing you bring back has an essence.

I told you to leave everything down there alone.

We have unexpected guests.

What are you doing?

Alex?

Julia?

Guys?

[XBOX SOUND]

For more infomation >> The Dark Pictures: Man of Medan : Announcement Trailer - Duration: 1:50.

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

Report: President Trump Lawyers Left In The Dark On McGahn's Mueller Interviews | Kasie DC | MSNBC - Duration: 13:54.

For more infomation >> Report: President Trump Lawyers Left In The Dark On McGahn's Mueller Interviews | Kasie DC | MSNBC - Duration: 13:54.

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

Salvation - Dark Money - Duration: 2:12.

For more infomation >> Salvation - Dark Money - Duration: 2:12.

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

GIÙ LA MASCHERA - JIM CARREY TORNA AL CINEMA CON "DARK CRIMES" DOPO AVER PASSATO UN LUNGO PERIODO A - Duration: 5:57.

 "" «Finalmente sono solo e soltanto Jim Carrey. Non più ho maschere. Sono così anche sui social dove non mi presento come attore, ma come scultore e pittore

Basta anche con i ritratti dell' anima torturata di un uomo che voleva andare contro una certa Hollywood serializzata

Poi, ovviamente, recito perché bisogna lavorare e sono abbastanza contento della serie televisiva Kidding e di dare il mio contributo al film d' animazione Sonic the Hedgehog, ma soprattutto sono soddisfatto del mio onesto poliziotto nel thriller Dark Crimes», dice d'un fiato Jim Carrey, capelli brizzolati, come la barba, e occhi sempre e ancora da ragazzo impunito

Il film uscirà a settembre in Italia per Leone Film, e lascerà stupiti tutti quelli che ricordano il commediante di Ace Ventura - L' acchiappafantasmi perché il poliziotto onesto di Dark Crimes è un uomo sicuro, determinato a fare giustizia sui crimini oscuri avvenuti nel club The Cage

«Girare in Polonia - racconta Carrey - è stata un' esperienza affascinante: non tutto il mondo è globalizzato

In quel Paese ci sono ancora atmosfere autentiche e persone non ossessionate dall' idea di possedere qualcosa, tanto o poco»

Appare impegnatissimo con la serie dei suoi quadri e cartoons anche molto politici, e che mettono spesso in caricatura il presidente Trump «e i suoi supporter», così li definisce con algida ironia l' attore

«Questi miei disegni riproducono gli squilibri che vedo e tante bruttezze che ci circondano» conclude e liquida il discorso Jim, osservando che è un suo diritto come comedian dileggiare chi gli pare

Aggiunge: «È stato Ionesco a insegnarmi la libertà della satira, l' arte di saper far ridere anche del mondo»

Diventa serissimo parlando di Dark Crimes, basato su un articolo di Davi Grann (giornalista del New Yorker) su fatti realmente accaduti: «Mi ha affascinato il copione di questo detective drama che scava nelle ossessioni di chi frequenta un club dove si consuma sesso

Oggi come attore non mi interessa il successo, ma la scelta di storie che mi coinvolgono come essere umano e come cittadino di questo mondo confuso nel quale siamo tutti immersi con intorno una ragnatela di relazioni problematiche

In merito alla serie televisiva, spero faccia pensare tante famiglie alla vita disfunzionale che molti conducono e che non rappresenti l' oppio somministrato da innumerevoli telenovela»

Oggi l' attore non ha più nulla della superstar di un tempo e dice che i divi oggi non esistono più «perché tutto si consuma in fretta e non riusciamo più a sentire la malinconia del grande Charlie Chaplin»

Ma perché a un certo punto un attore di successo come Carrey volta le spalle a tutto, si dedica alla pittura e alla scultura e cerca altre strade per esprimersi? «Perché sentivo l'esigenza di trovarmi

E trasformare la materia, le pietre, i pezzi di marmo che scelgo nel parco del mio ranch a Los Angeles, a volte mi rende felice

Sì, la creazione solitaria è stata utile. i disegni di Fare l'attore è un gioco pericoloso e ingannevole, vivi altre vite, perdi la tua

Il distacco mi è servito a crescere come persona e anche come interprete. La fama - prosegue l' attore - ti toglie molte consapevolezze, ti avvolge in una nebbia

Ho fatto mio nella sua interiorità il poliziotto onesto della Polonia, in passato spesso erano i miei personaggi a impadronirsi della mia vita più vera

Adesso posso anche recitare nel film di uno studio in mano alle multinazionali, come lo è ad esempio l'opera che ho appena terminato a Vancouver, Sonic the Hedgehog

Però adesso sono un individuo libero, che non crede più alla fama che Hollywood ti regala e ti toglie, con la stessa forza, sempre in nome del mercato»

E oltre all' arte, Carrey si sta dedicando anche alla letteratura: «Sto scrivendo un libro che affronterà sostanzialmente parte della mia vita sin da quando, ragazzo, vedevo soffrire mia madre per la sua dipendenza dai medicinali, lei vissuta accanto a genitori alcolizzati

Oggi tante dipendenze si scelgono e per questo non si possono nemmeno definire v

For more infomation >> GIÙ LA MASCHERA - JIM CARREY TORNA AL CINEMA CON "DARK CRIMES" DOPO AVER PASSATO UN LUNGO PERIODO A - Duration: 5:57.

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

Tails from the Dark Dragons Inn: Season1 Episode1A: Full Subtitles - Duration: 1:03:13.

For more infomation >> Tails from the Dark Dragons Inn: Season1 Episode1A: Full Subtitles - Duration: 1:03:13.

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

Group targeted in`Dark Money' film: We stand for free speech and privacy - Duration: 2:04.

For more infomation >> Group targeted in`Dark Money' film: We stand for free speech and privacy - Duration: 2:04.

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

Tails from the Dark Dragons Inn : Season1 Episode4: Full subtitles - Duration: 57:52.

For more infomation >> Tails from the Dark Dragons Inn : Season1 Episode4: Full subtitles - Duration: 57:52.

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

dark rp is dark - Duration: 2:11.

* phases of the Moon in programming of CPPM *

* weather on Mars in programming of CPPM *

Nickname: spermdog

*doesn't care*

Just not on.. (spawn)

*suicide with a physgun*

Fluttershy_from_ghetto.avi

Medvedev, where is the money? (Medvedev is chairman of the government of russia)

Where is the money? (Medvedev is chairman of the government of russia)

"I dont give a fuck" (Medvedev is chairman of the government of russia)

(Medvedev is chairman of the government of russia)

*derped physics*

*If it was sandbox, speed would be greater, but this is glitchy dark rp kek

*there is Alt + E for this

Deagle -->

*ratfucked* (or stolen, idk)

* seized the garage *

be afra..(id)! (my translating skill sucks xd)

(my translating skill sucks xd)

AAAa

Thief!

That was hurtful.

FOCKING

FOCKING LAZER

FOCKING LAZER SOIGHTS

*Random guy changes his name to names of other people + random number

*shit-admins at work*

you will not find normal guy nowadays

I wish we had a gay club~

*dying scream of schoolkid* (*death* originally)

*dying groan of schoolkid* (*death* originally) [EXPLOSION!]

*HL1 shadow*

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