Yung Bans Type Beat 2018 x Gunna "DARK ROSE" Gonna Rap Beats Trap Instrumental Free Type Beat 2018
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🔴 DARK SOULS remastered | first time playing #2 - Duration: 1:54:11.
For more infomation >> 🔴 DARK SOULS remastered | first time playing #2 - Duration: 1:54:11. -------------------------------------------
"Walkin In The Dark" TRAVIS SCOTT x OFFSET x LIL BABY TYPE BEAT 2018 INSTRUMENTAL - Duration: 4:12.
travis scott
travis scott type beat
offset type beat
lil baby type beat
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The DARK TRUTH About The 90 Poached Elephants Found in Botswana - Duration: 2:33.
Social Media is in an uproar over a shocking scene where 87 elephants were found dead near
a Sanctuary in Botswana.
I'm going to tell you everything you need to know, Here for you on IO.
Welcome back to inform overload, I'm charlotte dobre.
Starting things off the news today with a heartbreaking story about one of the largest,
most brutal elephant poaching scenes ever found.
Normally we try to keep the news light on this channel, but every so often there's
a story that we feel we need to bring to your attention, even though it might be hard to
hear.
While conducting an aerial survey over Botswana, Elephants Without Borders discovered an appalling
sight near a protected wildlife sanctuary.
No less than 87 endangered elephants were lying lifeless on the ground.
Upon closer investigation, it became obvious that the 87 elephants were killed for their
ivory.
They were discovered with their skulls chopped.
Poachers do this so that the tusks can be removed.
The poachers also tried to cover up the carcasses with drying brushes, but that obviously didn't
help much to conceal them when Elephants Without Borders were flying above.
According to Mike Chase of Elephants Without Borders, the scale of elephant poaching is
by far the largest he's ever seen or read about anywhere in Africa to date.
The elephants were killed very recently, over the last three months.
This discovery is essentially evidence that there is a poaching frenzy going on in Botswana
right now.
Botswana is home to the largest population of elephants in the world.
37 percent of the elephants in Africa, which are endangered, are found in Botswana.
Botswana used to be a place where elephants were protected.
Before this happened, there was a shoot to kill policy against poachers.
But despite the fact that Botswana has a duty to protect these elephants, when President
Mokgweetsi Masisi took office in may, he disarmed botswana's anti-poaching unit with little
explanation as to why.
This basically means that poachers don't really have much to fear anymore, and its
essentially open season in Botswana.
Over the last 10 years, one third of africas elephants have been killed by poachers, who
are well armed, and well managed.
To put it into perspective, it's been a little more than 3 months since the new Botswana
President took office, which is exactly how long these elephant carcasses have been piling
up.
Conservationists fear that this could be the beginning of the end, and the poaching in
Botswana is about to get a lot worse.
If the government isnt going to protect the elephants because they care about them, they
should at least protect them to protect the tourism industry in Botswana.
Thousands of tourists visit these sanctuaries every year, and tourism brings in money for
the economy and it provides jobs.
I doubt many tourists will want to visit Botswana if they could come across an elephant massacre
on their expensive safaris.
That is all for this IO, thank you for watching.
Over here is a link to the next IO video, click it to continue watching.
And make sure you turn on notifications for this channel so you never miss a video.
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Man performs dark Illuminati ritual - Too bizarre for words - Duration: 4:51.
Before we delve into this story.
If you like deep, strange, mysterious
but true stories
then my channel Lions Ground
is meant for you.
Every business day
I bring stories on YouTube
unbiased but straightforward.
Click the fancy red subscribe button
below this video.
Then click the Bell Notification Icon
next to it.
You will receive an email
and a notification
as soon as a new Lions Ground video
is online.
Now let's continue with the story.
You think my video
of yesterday is bizarre
of which a woman thinks
the police is the Illuminati.
Not after this video.
21-year-old Ugandan Herbert Were
chopped off the head
of his 6-year-old brother
so that he can become
a member of the Illuminati.
The police spokesperson
confirmed the story.
The so-called businessman
Jefu
pretend that he's the Illuminati
or businessman of the Illuminati
And has most likely found Herbert
via social networks
and obtained his telephone number.
How, will be explained later in this video.
The Kampala police show
Herbert's phone that
they have been communicating
with each other
by SMS and Whatsapp.
In order to become a
member of the Illuminati
with a lot of wealth
Herbert had to do something.
He had to bring a human head.
Not just a head of a random person
but someone close.
He took his little brother to a forest
near Burgiri
where he cut off the head
of his little brother.
He dumped the body of his little brother
into a river.
Write your opinion in the
comment section
or in the chat about this story.
The best comment will be featured
in the next video
like this.
I make videos on YouTube for a reason.
Do you remember the video of August 27?
Where I pretend to be
the leader of the Illuminati?
A video where I promised the
Illuminati wannabe
exactly the same workflow as that guy
and I assigned him to do
ridiculous things.
The video has a comical edge
but the message behind the video is
one word
Desperation
People like Jefu
and I don't believe
that's his real name
are everywhere on social networks
and all post those kinds of messages.
Like it or not
desperate people contact them
and are easy to be brainwashed
because they play on their emotions.
That's why I always try to remove
such kind of messages
as quickly as possible
to protect the sensitive ones.
Illuminati messages are
automatically blocked on this channel.
Before I forget.
If you appreciate my work
try to join my official website at
lionsground.com
or my
official patreon page
patreon.com/lionsground.
For a small amount of 1 dollar per month
you support your favorite content creator.
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Dark souls Pt 1 | let the games begin - Duration: 14:58.
For more infomation >> Dark souls Pt 1 | let the games begin - Duration: 14:58. -------------------------------------------
The Long Dark and Don't Starve: Turning Time into a Resource - Duration: 10:42.
At first glance, The Long Dark and Don't Starve are two very different kinds of survival
games.
One attempts to offer an authentic and unforgiving survival experience, while the other is more
focused on being a videogame first and foremost.
One takes place from a grounded first-person perspective, the other is in 3rd-person and
features a much more playful art style.
The two developers — Hinterland and Klei — clearly had very different priorities
and intentions while designing each game.
And yet what might surprise you is how similar they are in one particular way: both games
turn time into a resource.
Not only does the player's survival depend on how well they can scavenge for food and
other supplies, but it's also determined by how effectively they use the hours in each
day.
The player is required to be thoughtful about how they spend their time and what activities
they should prioritize in order to survive — something that I think sets both games
apart from many of their contemporaries in the genre.
In this video I'll be comparing how The Long Dark and Don't Starve achieve this
in both similar and different ways.
In order for time to be valuable and therefore worth managing in the first place, a number
of factors need to be in place.
First off, time needs to be limited in some way.
The Long Dark accomplishes this mostly through its day-and-night cycle, which is split between
13 in-game hours of light, and 11 in-game hours of darkness.
Each night brings with it a number of changes that severely limit how productive the player
can be.
When the sun goes down, so does the temperature, meaning you freeze to death far more quickly
and need to stay indoors longer to keep warm.
Exploration also becomes more of a challenge, not only due to a lack of visibility, but
because generating light uses up precious resources, whether it be fuel for a lantern
or wood and cloth for a torch.
On top of all that, wolves become more alert and aggressive after sundown.
Overall, these mechanics work together to make every night harsh, and to restrict the
players ability to collect food and other crucial supplies, which in turn makes every
hour of daylight matter.
By comparison, Don't Starve takes a more rigid approach to limiting your time.
The game also has a day-and-night cycle, but it's a lot more restrictive than in The
Long Dark.
Here, the darkness of night doesn't just make it harder to explore or perform certain
actions, but it will literally kill you if you stay in it for too long, forcing the player
to keep a light source with them at all times — usually that of a nearby campfire.
So once again, exploration is more difficult and resource-intensive than it is when the
sun is out, which makes daytime valuable and something that shouldn't go to waste.
The clockwork nature of these cycles places an immediate restriction on your time, but
where Don't Starve differs from The Long Dark is in the addition of seasons.
Unlike the perpetual winter of The Long Dark, the world of Don't Starve is constantly
shifting from summer to winter, and back to summer again.
The Reign of Giants DLC throws spring and autumn into the mix too, for a grand total
of 4 seasons, each with their own weather conditions and changes that they bring to
the world.
This acts as an additional layer of limitation because certain activities only occur at specific
times of the year.
For example, bees don't leave their hives during the winter and therefore stop producing
honey, thus cutting off a valuable source of food for the player.
On the other hand, some important items can only be obtained from creatures that spawn
during particular seasons.
That brings us to the second factor in how both games encourage you to be careful with
your time: by having high stakes that punish you for not using your time effectively.
In both The Long Dark and Don't Starve, death is permanent in most cases, and succumbing
to its sweet embrace means losing everything and starting over with a new character.
So any mistake the player makes — whether it be due to complacency or carelessness — could
potentially lead to their demise.
And more often than not, deaths in both games happen due to lack of preparation, which of
course you're given a limited amount of time to do.
In the case of Don't Starve, the most obvious example of this is winter, which by default
begins on day 21 after the start of a new world.
When I played Don't Starve for the first time, I celebrated making it to my first winter,
and then promptly starved to death when my farms stopped yielding food because of the
cold temperature.
It took me several more attempts to learn how to brace against the harshness of this
season, and how to get the most out of what limited time I was given to prepare for it.
Crops and other important resources stop growing, bees stop producing honey, and fishing ponds
freeze over, meaning I needed to stockpile enough food and materials to last me until
summer.
The threat of hypothermia meant I needed to craft warm clothing and other items to prevent
myself from freezing to death, and the shorter days caused my sanity to drain more rapidly.
All of these dangers required me to carefully manage what limited time I had in the summer
in order to prepare for them, as any one of them could potentially be my downfall.
The two seasons added by the Reign of Giants DLC also introduce their own unique changes
and hazards, such as the scorching heat of summer or the torrential downpour of spring.
All this, plus I haven't even mentioned the hounds that hunt down the player at regular
intervals, which is yet another periodic danger the player needs to stay vigilant of.
Going back to The Long Dark, the consequences of not managing your time are much more subtle
and gradual than they are in Don't Starve.
It's always winter in the desolate Canadian wilderness the game is set in, and outside
the games story and challenge modes, there's no obvious event the player needs to ready
themselves for.
Instead, the challenge comes from being prepared for the inevitable depletion of non-renewable
resources.
At the start of a new game, players can usually get by off of whatever supplies they scavenge
from abandoned houses or elsewhere in the world.
This is especially true in the Coastal Highway and Mountain Town regions, which feature many
buildings stocked with food and resources for starting fires.
But as time marches on, survival gradually becomes more and more difficult, as the canned
soup and granola bars begin to run out and the player is faced with starvation.
The only renewable food source available is the local wildlife population, which the player
will eventually need to hunt or fish for in order to stay alive, which once again takes
a lot of time and preparation.
For instance, the player can hunt down wild deer for their meat, but they need a ranged
weapon in order to do so.
The most sustainable option is to craft a bow and arrows, which takes a long time because
the materials used to make one need to be cured indoors for several days before they
become useable.
So if you wait too long to make one, there's a good chance you'll starve to death before
you can even finish it, because you didn't make effective use of what little time you
had.
So while Don't Starve is cyclical in the way the player must always be bracing themselves
for whatever the next season will bring, The Long Dark is more like a constant uphill slope,
where survival is forgiving at first but steadily becomes tougher the longer you're alive,
as the player is required to live off the land and invest their time wisely in order
to develop the means to do so.
The final piece of what makes time-management interesting in both games is how each of these
factors — limited time and high stakes for wasting it — drive player choice, and create
tangible consequences for those choices.
In this regard, the biggest way The Long Dark differs from Don't Starve is that many important
actions take a significant amount of time to complete.
Breaking down furniture for raw materials, reading skill books to increase your stats,
gutting an animal, cooking various foods, repairing clothes, and creating a map of an
area can all take hours of ingame time to complete.
Even actions that don't take long to do — such as collecting water, starting fires,
or even just eating food — all take a small amount of time that can quickly add up over
the course of a day.
The player has to be mindful about which activities they choose to prioritize, because — much
like in the real world — everything you do takes up precious time.
Additionally, certain actions can put the player in potential danger while doing them,
such as surveying an area or harvesting meat from a corpse, which temporarily leaves the
player vulnerable both to predators and to hypothermia.
This adds an additional risk-reward dynamic to the gameplay, with the player constantly
weighing the pros and cons of completing certain tasks that put them in harms way.
Contrast this with Don't Starve, where most actions take only a second or two to complete,
and even longer tasks such as growing crops or drying meat usually takes no more than
a couple days, versus the weeks it can take to cure pelts and hides in The Long Dark.
Here, where it could take hours to cook a fish or harvest a resource, in Don't Starve
you can do it pretty much instantaneously.
The game compensates for this by having a much shorter day-and-night cycle lasting only
8 minutes a pop, and by having tighter deadlines by which to prepare for the various seasons,
usually 20 days at the most.
The player is also given a lot more options for dealing with these seasons, both in terms
of available food sources and items they can craft.
So in The Long Dark, choice comes more from how the player decides to divide their time
between a small number of activities that are all very time-consuming, versus Don't
Starve where the player has to juggle many different tasks and decide which ones are
most suitable to their playstyle and offer them the best chance of survival.
All these differences may seem like minor observations when viewed on their own, but
together they have a significant impact on how each game feels to play, and reflect the
intentions of their respective developers.
For this reason, I think judging each system out of context to determine which one is quote-on-quote
"better" would be missing the point, because their success is ultimately dependant on the
focus of their respective games.
The time mechanics in The Long Dark work because they compliment the patient, slow-burning
survival experience the game sets out to be, while Don't Starve's implementation affirms
its focus as a game centered around more traditional mechanics and systems.
Having said that, I do think the way The Long Dark handles time is a bit more interesting
than in Don't Starve because of its subtlety.
Most games that treat time as a resource put these mechanics front-and-center for the player
to see, such as the 3-day cycle of Majora's Mask or the 60-second lives used in Minit.
So it's compelling to see a game like The Long Dark take a more understated approach
to making you manage your time, and it stands as another example of how many ideas remain
to be explored when it comes to using time as a game mechanic.
As for what exactly those ideas might be, I guess only time will tell.
Thanks for watching.
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