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Two-By-Two, Eyes-Of-Blue: Uncovering The Conspiracy And Future Expansions of 2077 - An Analysis of The Conspiracy, Clues, and Theories to the Future
I think we're all aware by now of the conspiracy that's building in the background of 2077. Most of us know about the mysterious Blue Eyes who appears in The Sun ending to the game. He operates as The Stinger of sorts for (that) ending of the game; He and V discuss a job vaguely alluded to through out the ending sequence and then the ending cuts to V in space charging off towards The Crystal Palace. Cue DLC Hook and credits. But, let's go back here. This is only the tail end of the conspiracy and where it actually intersects with V's story. Blue Eyes (and some connections to him) crop up multiple times through out the game and, when pieced together, start building a larger picture that runs deeper into Night City than the pockets of most corporats. I've finished my second playthrough of the game and I've been drafting this post as I play and find more clues. I doubt I'll find everything or might completely dismiss some, but I want to be on the front lines of uncovering this mystery, especially if this will be our Gaunter O'Dim for Cyberpunk 2077. I apologize for the length of this post ahead of time, but I need to summarize a bunch of lore and at least 4 major side-quests; "I Fought The Law", "Dream On", "Full Disclosure", and "The Prophet's Song". Here's a long essay incoming, but I hope you chooms enjoy and I hope you read through to the end because, oh boy, I uncovered some cool shit! So, who is Blue Eyes? Who are his contacts? What is his role in the ecosystem of this city? "I FOUGHT THE LAW" Let's start with where he most appears in the game; Jefferson and Elizabeth Peralez, political family in the running for Night City's first family. Which I kinda have to summarize their questlines, including the first one which Blue Eyes never appears in. But I'd prefer to go in chronological order and not jump around, so stick with me. Elizabeth first contacts you for the job "I Fought The Law". It's fairly basic, but the quest tells us she convinced her husband to hire V to look into the recent death of Mayor Rhyne. We get a BD of a cyberpsycho attack by Peter Horvath on Mayor Rhyne. Weldon Holt leaves the room before the attack and then the security gate crashes right before Peter walks in with billions of eddies worth of chrome. The attack is unsuccessful and stopped by Detective River Ward, who was only there because Peter went missing internally at the NCPD and he knew where Peter would go. When investigating Peter Horvath, his previous boss describes him as paranoid that "probably thought Mayor Rhyne talked to him through the TV" and that the world was out to fuck him. She then mentions that someone "finally saw what he was worth" which cues into how Peter was thrown into this attack in the first place; he had a patron who funded his chrome and the attempt on Rhyne's life. Tellingly, River than goes into a little talk about how clues rarely make sense until put into the larger context, much like we're doing right now. V goes to the club Rhyne died in; The Red Queen's Race. V sneaks through, takes out some Animals, and can investigate what actually happened to Rhyne. If we read the emails on the office terminal, we know that Weldon Holt arranged for Rhyne to be there. He initially mentioned this to Rhyne during the first BD; Rhyne asked Holt directly to arrange his usual room at the club. So, this doesn't inherently look too suspicious on it's own, but Holt knew where Rhyne would be. We also find out via the Animals Boss there that Weldon Holt is the one who hired them to smash up the club and they're currently waiting around for payment. Further, you can go to the room Rhyne died in, find the BD headset, and put it on... which INSTANTLY knocks V out and they need to be rescued by River (who, btw, takes out any Animals on the property you didn't get to! Ty bro!). They surmise that Rhyne was killed by a virus in the headset. Lastly, we find footage of Detective Han (River's partner) covering up the death of Rhyne. They confront Han, V goes off to the Peralezs, and quest ends. Of note, finding the BD set is a hidden dialogue option with the Peralezes suggesting, yes, that's the correct deduction to make. You don't get that option otherwise. And V never actually comes to any real conclusion to what happened to Rhyne. So, let's summarize what we know about the death of our Mayor. Peter Horvath was hired by an unknown Patron who spent a ton of money to turn him into a suicide bomb against Rhyne. They have connections internally to the corrupt NCPD which allowed Horvath to get access to Rhyne, both from escaping NCPD custody and for the security to give him access to Rhyne's conference room. That fails so our mastermind instead assassinates Rhyne at his usual sex club, one that we know for sure Holt knew about. Rhyne is assassinated via malware in a BD porno headset, NCPD comes in an Detective Han cleans it up. Later, Holt hires the Animals to take claim to the club and fuck it up. Holt is looking suspicious AF rn, but we also don't have any direct evidence and V says as much if you accuse him. Personally, I think it's a little too clumsy if it's him. Holt leaves the room just as an assassination attempt goes down, sets up a sex club appointment for the Mayor where he's successfully assassinated, NCPD covers it up... and then he hires a gang to cover it up more? Something doesn't fit here. My theory is Holt is innocent. He's a scum bag, but not the culprit here. Why would you EVER give your identity to the Animals you hired to cover up an assassination? The big dumb brutes of the underworld? A name they give up with almost no fight? No, I think someone hired them under Holt's name. And I think they hired them because they KNEW the BD Headset was left behind; Han dismissed it entirely as Rhyne dying of a heart attack brought on during sex. They needed that destroyed to cover the final footprints. It's the only piece of evidence that doesn't have Holt or NCPD's name on it and doesn't fit the narrative that both are pushing. If they're covering NCPD or Holt's tracks, why not delete the emails or footage of Han? And if Holt or Han were trying to push this false narrative, why leave the headset right there the first time? And, while I have no evidence of this assertion, the Animals are only still there because they're waiting for payment to come in... I think our employer never intended to pay them and left them in the path of V, who is likely to shoot them and tie up the loose end for our mysterious entity. Animals destroy the BD set, V shoots the animals, no trace. And, even if he doesn't, Animals will point V to the wrong person. No, we've got a third party here. But let's continue so we can finally let our lead actor take center stage. "DREAM ON" "Dream On" starts when Jefferson calls V and asks them to help in another case. Long and Short; Jefferson woke up in the night and found a man in a mask (or an implant) standing over him. Jefferson shot the man, only for his head to fry and knock him out. Coming to, he's back in bed with no evidence it ever happened. SSI, their private security, insists that there was nothing on the cameras, no evidence, and nothing happened. Elizabeth claims she slept through the whole thing event. V investigates the apartment, with Elizabeth giving the tour, and finds a lot of evidence. Elizabeth is kinda dismissive at first thinking V won't find much. First small stuff leading into larger reveals. Let's start small and work our way up. First room Liz takes us to is the campaign room. She talks about running the campaign entirely out of pocket and having to keep most of their supplies at the Penthouse; "It's cheaper that way". You find a picture of their daughter on the wall and Liz explains that she's off at university in Europe while Jefferson is running for office; "It's easier that way" she says. That phrasing again. EDIT: A redditor in the comments pointed out that the Peralez are being controlled via drugs in their food as part of the tech. They mention they've been eating fast food lately, explaining why Jefferson was lucid enough to catch the agent and shoot him. V can look at Jefferson's emails (which Liz slightly discourages them, saying there's nothing there) which reveals a bit more about their campaign. There's a video of the iconic commercial and poster of Jefferson pulling out a gun and shooting a bunch of paperwork. In the email, Jefferson HATES this commercial, but his assistant, Lea Patel, insists on it as it will air in television time slots with action-drama series and catch the attention of voters. Further emails have Eric Boucher, Jefferson's Campaign Partner (Manager?), saying Jefferson has been acting unpredictably lately; presumably referencing one of the next emails. Boucher is confused because they fired Lea Patel together, only for her to continue working and sent him a new ad for approval. When emailed, Jefferson is confused about Lea being fired at all and doesn't remember the event ever happening, even telling Boucher to be honest if he has some issue with her. A final email is from SSI Chief of Security, Wallace, discussing Jefferson's intent to hire a merc to look into Rhyne's death ("Dream On") and they suggest Jefferson drop it or have NCPD or themselves look into it. Private Security just... offering to investigate the former mayor's death? Huh... sounds more like they want to squash the issue to me. We should now talk about the Peralez's campaign. As you explore the apartment, Liz explains that they're running on a corp free campaign; they want to get Night City out of the control of the corps and do so without ever owing any favors to them. She specifically cites "Night Corp, Militech, and Petrochem" as ones they've denied. Militech and Petrochem come up a few times in other quests but Night Corp is relatively obscure. And they choose that corp to be the first one she mentions? Stands out to me. It also isn't lost on me that we're talking about running a campaign out of pocket and refusing corp assistance... while walking on the fancy ass balcony of a penthouse in Charter Hill- North Oak. Next room, we find Jefferson's office. Elizabeth and Jefferson both graduated with law degrees from Asukaga University in Berkley. V points out it would be extremely expensive for them both, but Elizabeth says that both got full ride scholarships from the Richard Night Foundation, run by Night Corp. To further fucking cement this moment, there's a Richard Night biography shard on the desk. But we'll drop this for now because I want to get to Night Corp a bit later. The computer on the office desk has some emails on it sent by Elizabeth. One is between her and Judy where she's asking Judy for help on the original "I Fought The Law" quest and Judy is the one who gave her your contact in the first place. Another is from their daughter kinda asserting the same thing earlier; safer for her in Europe so she's not a target on the campaign trail. And here's the interesting one; Boucher emailed Elizabeth asking why Jefferson changed his mind on Lea Patel. Elizabth says Jefferson explained it to her that it "slipped his mind" and "circumstances changed in Lea's favor" and she asks him to drop the whole thing. She's dismissive and gives extremely vague details. Next room, Bedroom. Elziabeth's gun is on the table. It's the one Jefferson claimed he fired and scanning it tells us that it has been fired recently. We also find the wedding photo of Jefferson and Elizabeth where she fondly talks about having blue roses because she loves them so much... except the photo's roses are red and V says as much. Elizabeth quietly corrects herself that they only had red roses instead and moves on. In the hall, we find the blood trail and gun shots in the wall; both covered up hastily. Following the trail, we enter a tv room. The Smart Glass isn't working and Elizabeth says it stopped working recently; not like they use it much anyway. Passing a Tech Check lets us try and fix it... only to be quickly blacked out by it so hard Johnny felt it too. V asks Elizabeth about it but she doesn't know what V is talking about despite having been standing right there. We also find a hidden door in the wall. Unlike earlier, Liz is actually confused by the door but demands V try and open it. Downstairs we have the security room. Liz says that it used to be her place but "Security had to set up somewhere" and that she had to make sacrifices for this campaign; "it wasn't the first nor will it be the last". One computer has a Welcome email from SSI to new recruits. It details that they have access to all areas except Section Zero, which is reserved for Blue or Black agents and that, should the encounter a Blue or Black Agent (SPECIFICALLY "in the night"), do not interact or acknowledge them. The next email from Wallace mentions an accident where there was a "behavioral anomaly" and "ALPHA" injured a Blue Agent (BLUE-66M) who is in critical and the SSI head is requesting access to Sector Zero to give medical aid. SSI gives Wallace the code to Sector Zero and sends a team to aid. SSI knew about the accident and lied. You go to the second computer, unlock it, and can unlock the upstairs door. On that terminal is a bunch of deleted files (presumably the security footage from that night) and emails discussing "normal maintenance procedure" and further informing security that ALPHA (Jefferson) hired a merc (V) and, should security encounter them, do not interact with them. Small thing I found interesting, a shard called "You Are What You Slot" is found down here too. It details a fictional assassin who kills and then steals the identity of her victims. Small and doesn't mean much on it's own, but the shards are hinting at the story here; one of false identities and manipulation. Now, let's get to the main event; the secret room. Inside is a control center. Elizabeth is horrified and feels violated. She shouts that she's not letting SSI anywhere near them, only for her head to start hurting and she tells V to do what he needs to do. She leaves him. Inside the control room is a box of bloody medical supplies. The computer discusses "behavioral norms" for ALPHA (Jefferson) and suggests amplifying "neural dampening". It discusses things similar to Wallace's terminal, but from the other side; ALPHA is displaying odd behavior by hiring a merc, the SSI teams avoided meeting the merc, and then the actual accident that occurred injuring BLUE-66M during regular 'maintenance'. The other side of the room also has another data shard, "Rewriting Synaptic Pathways", basically talking about using tech to rewire the brain a bit. Following some wires from the control room to the roof, we find a signal dish. Johnny (replacing Elizabeth for conversation now that she's gone), joins in that the tech looks prehistoric but functional and that Militech used it in the war; it requires line of sight to transmit data but otherwise can't be intercepted. We can see the tower and go to investigate. V tells Liz the whole deal; V can suggest that the Van near the tower could be SSIs or that it might not be due to unconventional tech. Liz then itterates twice that it's a stressful campaign time for Jefferson and V should talk to her, NOT him. "Sure, whatever" V and the player dismiss. (I SWEAR WE'RE ALMOST DONE WITH THE SUMMARIZING FOR DREAM ON, I'M SO SORRY.) We drive after the van, Johnny is suddenly excited for smashing a corpo conspiracy and iterates that citizens do not choose their representatives, instead they're chosen by "key players" who watch the Peralezes for weaknesses or blackmail material. We arrive at the facility patrolled by Maelstrom and the occupants of our van park, get out, and climb ladders to the roof where they get into an AV that is cloaked to be near invisible (as shown in a couple of vids on YouTube and this subreddit). At the place, Maelstom is explained; "UNKNOWN USER" contacted them while driving the van for protection to take care of V and then destroy the van. Van's data makes it pretty clear; the Peralezs' minds are being manipulated, new neural pathways are being created, and their memories are being created, changed, or erased. There are also a couple of other names of other test subjects. The data is then erased. We do see an almost flower like symbol before the data is destroyed. The agents on the cloaked AV CAN be killed and do drop a shard, thought it doesn’t have many more details, merely that they’re contacting HQ to arrange extraction and that the Van’s data should be destroyed and echoing the arrangement with Maelstrom mentioned earlier in their shards. V calls Liz, Liz wants to meet in person instead of over holo and send him to a Japantown Raman shop (same one that used to be Rainbow Cadenza, coincidentally). Odd choice for an upstanding congresswoman. She says her nerves are shot, the ramen shop is a quieter place to meet than the apartment, and she needs a moment to gather herself since she last saw V, with V even asking if something has happened since they last saw each other. Of note, Liz is stress smoking the entire scene, something she hasn't done until now. She then explains, no, it's been over a longer period of time. She's been watching her husband change and act differently for awhile; he stopped reading, his taste changed, and he even insisted he was an only child and never had a bother when Liz asks about visiting the grave. Of note, yes, Antonio Peralez has a Columbarium Vault, which proves Liz is correct on this. She confesses that she herself has been told by others she's been acting strangely. V says she knew what V would find and she asserts that she doesn't know the who, how, or why, but "they're changing us". Jefferson apparently went on in great detail about a trip she swears they never went on, but she doesn't know if the vacation is a fake memory or if she's the one that doesn't remember. She saw a stranger in their apartment tinkering with a monitor, only for him to be missing when it was reported to SSI and they looked at the feeds. The next day, she got a phone call from a stranger (whom she refers to by "he") saying that she's walking on thin ice and Jefferson could have an accident. They later erased all data that the phone call had happened. Elizabeth claims she's terrified for herself and her husband's safety and doesn't want V to reveal the truth. V points out "they" could be telling her to say that but it doesn't really change how she feels since she just wants Jefferson to be safe. She tells V to tell Jefferson it was SSI spying for Holt. She asserts she wants SSI out of her roof if they're spying on their sleep. She will take responsibility for firing SSI, but wants Jefferson to be safe and out of that fight. She adds a meeting with Jefferson to his calendar at Reconciliation Park. But, ultimately it's V's choice (especially since she has no idea if she'll remember the conversation) and leaves. Johnny jumps and and talks and mentions that there were talks like this back in his day and worrying about the damage a puppet mayor could do. V heads to Reconciliation Park to meet with Jefferson. Entering, V is called by an Unknown Number which blacks out V's optics. They claim to know who V is, *what* V is, and what V wants. It doesn't matter what V tells Jefferson, but "don't dare cross that line" and "you're playing with fire". Its a garbled male robo voice, so safe to say it's irrelevant to the owner. Enter Stage Right, our missing lead; Mr. Blue Eyes. He is standing on a balcony watching the place where we meet Jefferson. In the Scanner, he is labeled "Mr. Blue Eyes", has no known affiliation, is wanted for "SC 370", and is wanted for "Classified". His eyes are electronically glowing blue you can even see from several yards away. You cannot injure him as grenades do nothing and you can't aim at him. Of small note, and I don't know if this ACTUALLY means anything, but his hair style asset is referred to as Morgan Blackhand in the files, but could mean nothing if this hair is actually used by other NPCs. MOST LIKELY THIS IS NOTHING UNLESS SOMEONE HAS FURTHER INFO. (Plot twist: It meant something. But we'll get there.) V sits with Jefferson and can reveal the truth; "SSI is on the take from an unknown group to control your lives". V can even point out the absurdity of Peralez being as successful of a politician as he is without any corp sponsors. "They want you to be *their* mayor. Molding you like clay". You can tell Jefferson how to proceed and additional details, but it doesn't matter. Later, Jefferson will send a text and delete your number and so will Elizabeth, who will call you out for telling Jeff. In the end credits voicemails, Jefferson has decended into paranoia about some vitamins Liz gave him which he didn't trust so he sent them to the lab, only to then not trust the lab results saying they're fine. Jefferson Peralez is confirmed the new mayor during Late Act 2 and the major difference is his state of mind at the end game; either hiring V to be on his security staff or descending into absolute paranoia over everything in his life. Lastly, Johnny appears and cryptically talks about back in his day when they'd talk about rogue AIs. Personally... I kinda completely dismiss this? It comes out of nowhere, Johnny cites NOTHING for why he'd bring this up in relation to the case, and I can't fathom a motive. I’d also point out that this isn’t the only time Johnny is outright wrong. In fact, he’s wrong A LOT in the game. For example, he criticizes V for listening to the Netwatch Agent and that he’s bullshitting you. Except, the agent is 100% correct that VDB did spike V as a suicide virus and Johnny is actually wrong. He also claims he doesn’t know what happened with Thompson after Never Fade Away, but this is a lie because Thompson is flying the AV Johnny takes to Arasaka in 2023. The only connection I can find is "Who is controlling Blue-Eyes" which might make Johnny correct, if just not in the way 'Rogue AIs' initially implies. So, what actually has happened? The Peralez family has been molded for a very long time into being the perfect political couple. They got scholarships from the Night Foundation for two fancy law degrees, have successful political careers, and Jefferson is running for Mayor on an anti-corp platform, an insanity for Night City. And he's actually successful at it. During a maintenance service at night on the Peralez's apartment, Jefferson woke up and shot an SSI/Unknown agent making repairs. The Control Booth knocked Jefferson out and they pulled the agent out of the apartment into the secret room. SSI put the Peralezes back into bed and hastily cleaned up everything, but the damage was done and Peralez hired V who uncovered mostly everything. Elizabeth seems to be initially very upset by the discovery, but wants V off the trail when we meet her next. However, she's not in on it as she's equally a victim to the brainwashing/gaslighting and that's for certain. I think she's a pawn who is either too scared or too programmed to break the rules of movement on this chessboard. It's worth noting that, while the unknown entity threatens Jefferson's life and V's well being, they do not make due on either of these threats. I call their bluff. They have put too much work into Jefferson to abandon or kill him. But, where else have we heard of this gaslighting brainwash process before? "FULL DISCLOSURE" Ok, we're on the shorter end so I don't have to actually explain this quest in full. Sandra Dorsett is a netrunner and a very skilled on at that, actually collecting data from Night Corp. She was kidnapped by the savs we rescued her from at the beginning of the game shortly AFTER she stole this data, suggesting Night Corp was behind it. This data is on the shard she asks you to collect during the aforementioned quest. V has full ability to NOT read it, but let's look at it; "Operation Carpe Noctem" ("Seize The Night" in Latin) Described in it is an experiment on Night Corp's own employees where they are quietly brainwashing them and getting them to do whatever they want. They specifically cite an empathetic and calm employee who they got to fight a co-worker and then jump from a 16th floor window. The shard ends on mentioning that they're ready to install CN-07 on "our actual target". I think multiple quests discussing brainwashing and gaslighting is too coincidental to be utterly unrelated to each other. I think Night Corp's actual target mentioned here is Peralez. So, what is Night Corp? Night Corp is the most mysterious of the corps in Night City. It currently operates to better Night City via philanthropic ventures, fundraising, community support, and city infrastructure. Basically, while Militech and Arasaka and the others operate in the city, Night Corp basically RUNS the actual city. They're also noteworthy for the level of security they have that even the best netrunners can't get much from them and, since they keep to themselves and seemingly just do city infrastructure stuff, no one really super bothers them. It has been run by Miriam Night, wife of late-Richard Night, until recently and we currently don’t actually know who runs NightCorp. Originally, they were the Night Foundation, but that requires explaining Richard Night... oh boy, Lore Drop. I'll make it quick as possible. Richard Night is the founder of Night City. He started as a partner of a firm, but his ambitions grew beyond that to founding "Night International" to build his dream; a city that would be so grand it would make all other cities pale by comparison, Coronado City. A capitalist mecha of opportunity, Night City would be run by corporations and have next to no anti-business policies on the books. Arasaka, EMB, and Petrochem were his first backers and he came into claim of land on the central-California coast; Del Coronado Bay and Morro Bay would be the location of his dream city. (BTW, irl, Morro Bay, California is a real place. Been there, have family there, go there regularly, kinda cool!). Despite being a capitalist mecca city and run by corps, Richard Night also dreamed it to be "A sprawling metropolis, free of crime, of poverty, of debt. A place where people could live safely, peacefully, without having to worry about the dire situations that were growing around the world at the time". However, due to the design plans, Night didn't employ local contractors and instead got expensive architects and builders from all over the world. Local builders didn't like that, they had mob connections, bloodshed started. And soon Richard Night was murdered by an unknown assassin, presumably a mob hitman. The city was renamed Night City in his honor and his dream utopia became to embody everything that was destroying the world. Mob took control and corps didn't give a fuck since it didn't hurt them any until they eventually had to take out the mob gangs, but not in any favor to Night’s dream either. Miriam Night, Richard's Widow, founded the Night Foundation (later Night Corp) to stick to Richard's Ideal dreams of what he wanted the city to be. They invest heavily in ecological research, alt power sources, civic infrastructure, public works, and charities and scholarships for Night City youth. "They've even managed to stay out of the normal corporate power struggles which tend to plague every other corporation, both inside the city and out. Even the shadowy corporate rumors about them, like having underwater bases in the bay or access to orbital satellites, remain unsubstantiated despite extensive investigation." So, where does this put us now? We have ONE last quest... "THE PROPHET'S SONG" Garry The Prophet is our local crazy man. He spouts off insanities to anyone who will listen near Misty's Esoterica in Kabuki. However, some of his ideas aren't quite as much off the mark as one might think. There ain't no technonecromancers from Alpha Centuri (or Spanish Inquisition) nor is Saburo Arasaka an immortal vampire, but he was correct that Saburo wasn't dead and in fact immortal; via Mikoshi and The Relic. He send you on a quest to investigate a meeting; he says that his ripper mistuned some cyberware in his head and he can hear their communications. You show up to a meeting between corps and Maelstrom. They say some nonsense phrases and transfer a data shard. Reading it ("Destroy After Reading") it seems like nonsense. But does include the line "The cages of men melt as night descends". You can decode it via a Null Cipher; first letter of every line: “Project Oracle Command Execute Plans”. We don’t know what Project Oracle is. In real life, secret project or operation names actually tend to be chosen at random and are unrelated to the actual project (you can google funny stories about names that ended up awkward to the actual project), so this could mean nothing. But, narratives tend to give meaning to everything. Oracles are mythical in references and could predict the future or see the unseen. Perhaps perfect prediction via behind the scenes manipulations? Not sure we’ll get answers on this one for now. Going back to Garry, he's been kidnapped. His protoge is screaming he's been kidnapped "Black suits came by - blue eyes and all". Blue Eyes huh? Further, she claims that they threw him into an invisible AV... Huh, like the one we saw back during "Dream On"? "Night's comin... The eternal night" So, it’s time to jump us to the final step in our Fool’s Journey: The Sun. “THE SUN” The Sun ending has V wake up in their new penthouse apartment (with their love interest if they have one). Checking the computer, we see emails from our dear Mr. Blue Eyes. He wants an answer from V as to the job to the Crystal Palace he has planned and that they’re on a tight schedule for “obvious reasons”. We meet with him at the Afterlife and he talks about the job; Casino security is going into maintenance and V mentions giving him the casino client list. V also asks him to “hold up your end of the bargain”. They never discuss eddies or payment. It’s all in such vague terms. “Your end” or “Obvious reasons”. Smaller point but an email from Vik on the space shuttle also tells us that he’s asked around about Blue Eyes and has nothing; either he works with people WAY above Vik’s paygrade or he’s shady as hell… or both. I think Blue Eyes knows V is dying (the obvious reasons) and I think the unspecified payment is V’s survival. V always says that they want to come back to their love interest so it’s not a mindless suicide run and I don’t think V would risk it all for nothing but eddies; especially not after Reaper (both versions) paint suicide runs as a horrible terrible thing. To then glorify it in another ending… no, the game is smarter than that. Your love interest doesn’t seem to be too upset about the situation either. Panam and Judy leave V in The Sun due to their lives taking different directions, but it seems mostly amicable and understanding. They even express desire to see V again because they know V needs to do this job. Kerry, who stays with V in The Sun and expresses worry and also a desire to settle down with V, also seems mostly understanding that V needs to go on this quest. I don’t think they’d be so calm and loving and understanding if this were a suicide run. They know more than the player does. Further, I think Blue Eyes isn’t after the casino aspect of the Crystal Palace at all. While that’s the major commercial aspect of the station as marketed to the citizen world, the station also has embassies from every nation on earth, facilities from all the major corporations, and is pretty much THE place where all the dark corporate espionage goes down. There’s so much more to this location than ‘casino resort’. *EVERY* corp has space stations and hideaways in space because the Crystal Palace offers it’s own legalities and opportunities that are not allowed within Earth’s terms and conditions. If they want to do some research that would be frowned upon elsewhere and get up to some Top Secret shit, it’ll be in outer space. Night City is controlled by corps and has lax laws, but outer space’s are even more so. I think the cure V wants is not only on the station, I think it’s what Blue Eyes himself is after, but I’ll get there when it’s time to theory craft about the future. I think it’s worth noting; Blue Eyes IS IN THE TRAILER FOR THE GAME. Yeah, anyone remember that shot on a shuttle with a guy being burned out from the inside? Yeah, he’s there. In the foreground. *Smirking*. The shuttle also seems like they’re in space. These events leading to the Crystal Palace and the conspiracy with Blue Eyes are blatant DLC Hooks for the future and suggest a post-game DLC. This isn’t the first CDPR has done so either; Blood and Wine takes place after the story of Witcher 3 and is explicitly incompatible with the worst endings of that game. I think, conceivably, other endings where V is still alive could be roped into this adventure; Blue Eyes merely needs to hire them with the same offer of survival. While The Star takes V to Arizona and away from Night City, I think that choice of location is appropriate as, to even get to space for The Crystal Palace, citizens go from LAX to Arizona for a space port to launch them off Earth’s surface. They could have chosen anywhere else to send Panam and V, but they choose Arizona, huh. I do think Reaper, Temperance, and Devil will be locked out of this future, however, as all make any point of Blue Eyes hiring V irrelevant; there’s no V left to hire/save. MAYBE a rejected Devil ending, but I wouldn’t blame them for not continuing that conclusion either as Devil is one of the bad endings. So, it’s finally time to really compile a lot of this information into where I think this is going in the next comment below
Why you should learn poker and game theory (LONG READ)
Hello everyone! I have only been on Reddit for a few months but I learned so much from it that I figured I should try and give back to the community. English is my second language and this is the first time I ever write a full-length article, I hope you will enjoy reading it and I would be very thankful if you could provide some feedback about my writing, about the topic, or about anything else really… So here goes! Why you should learn poker and game theory: My story is similar to that of many: I learned about the game 10 years ago (during the golden age of online poker) when some friends of mine invited me to play a home game. Although I initially thought of poker as just another game of chance akin to playing slots or roulette in a casino, I quickly came to realize that there is a lot more to it as my more experienced friends would repeatedly get the best of me during these home games, which led me to start watching videos and reading strategy books to improve my skill… Little did I know it’d be the start of a journey that would impact many different aspects of my life way beyond the game itself, as most of the fundamental principles learned through poker can be applied to your decision-making outside of the game, especially when it comes to money management and investing. Now, let’s dive into a few of these principles: - Risk management (i.e. Bankroll management) When learning about how to be successful playing poker, the first big piece of advice most people come across is bankroll management or BRM. To understand BRM, you must first realize that poker has a lot of variance: you might be vastly ahead in a given hand but there is almost always a slim chance that you will lose in the end if one specific card hits. This implies that you will sometimes lose even though you were a 99% favorite, and that you will sometimes get unlucky and lose 2, 5 or maybe even 20 such encounters in a row. THIS is variance. It doesn’t mean that you played bad or that you made bad decisions, but rather that you got unlucky. Over time you will have lucky streaks and unlucky streaks, and these will average out in the long term… It’s just the way the game goes. Now that we understand variance, let’s get back to BRM. What is it exactly? Let’s say you are the best poker player in the world but you only have 1000$ that you can EVER use to play with. Taking your whole 1000$ on one table and multiplying your stack at an exponential rate might seem like a good idea. Surely nothing can go wrong since you’re the best player in the world right? But variance can be a bitch ;) Even if you’re the best you will lose regularly and you will sometimes get unlucky, it’s just part of the game. The correct move here is to apply BRM, which means only using a small % of your available capital for each game you play in order to reduce the risk of going broke. Using only 100$ per game would already be a lot safer, but you still run the risk of going under on a streak of bad luck. If you only allocate 10$ per game you play, then it becomes virtually impossible for you to ever go broke, even on a huge streak of bad luck. Sure it’s not as exciting and you won’t be making money quite as fast as you could, but this is the way to go to make sure you don’t go broke… This approach to risk management translates very well to investing: - Only invest what you can afford to lose. Once the money is on the table it’s as good as gone, which is why you should only use your “spare” cash and never invest with your living expenses or worse, borrow money to invest. - Diversify your investments. There is always a chance, however slim it might be, that you will lose most of your investment. This is why going all-in on a specific investment is generally a bad idea (this applies particularly well in the crypto space). Proper BRM allows you to make sure that you will come out ahead in the long run if you play well, which basically comes down to making more good decisions than bad ones. But that’s assuming you don’t let emotions come in the way of your decision-making, which brings us to our next point… - Emotional management (i.e. Handling tilt/Positive mindset) Nobody likes losing… In the same way we enjoy winning because of the dopamine rush, we feel bad when we lose which is totally natural. Overcoming this and avoiding tilt (irrational decisions made out of angefrustration) is an essential skill for any successful poker player. You might play a sound game of poker and apply good BRM, but you will still lose if you let your emotions get the best of you. After a loss, rather than being angry and frustrated, you should evaluate your decision-making. If your decision-making was good, you just got unlucky and you shouldn’t worry about it since you are playing for the long run (remember that variance teaches us that anything can happen in the short-term). If your decision-making was bad, you need to learn from your mistakes and move on. The key here is to always have a positive mindset: making mistakes is part of the learning process and should be seen as an occasion to improve. Being angry and ranting, on the other hand, rarely result in anything positive. Again, this translates very well to investing: - Don’t be impulsive, don’t let your emotions cloud your judgment. You should not FOMO because the price is pumping, nor should you sell because of FUD or price corrections. If you believe in a project, short-term price changes (did I hear someone say “variance”?) shouldn’t bother you. - Don’t get stuck up on losses. You bought the top and it crashed immediately after? You sold the bottom right before a huge rally? Don’t let this bother you: what’s done is done and you just need to move on and make the best of your current situation. - Have a positive mindset. Anger and frustration lead to nothing. Yes you could have bought in 2009 when you first heard about it, hindsight is always 20/20. Stay positive and keep learning/improving yourself. The good thing about all this is that it goes way beyond poker or investing. Being aware of your emotions and how they affect you, learning how to handle losing even when you were “supposed” to win, etc… All this can tremendously help you in all aspects of life by making you less impulsive and more rational in your decision-making. Now, this leaves us with our last fundamental principle of a sound poker strategy: - Basic stats and probabilities (i.e. Expected value/Odds) To become an accomplished player, you will inevitably have to learn about these simple mathematical tools that poker players use all the time in their decision-making process, such as odds and expected value. To make it very simple, the expected value (EV) of any bet is (REWARD \ WinRate - RISK), meaning that if you can bet 1000$ with a chance to win 10k$ half of the time, your EV is *(10000\0.5)-1000 = +4000$**. Obviously these are great odds to take as long as you have enough capital to overcome variance. But things would be very different if the odds of winning were only 5% as your EV would then be negative *(10000\0.05)-1000 = -500$.*** Now this is clearly a bet you should not take… Now that you know probabilities, statistics and game theory are useful decision-making tools in poker, guess what? They are also extremely useful in investing! Even better, the study of game theory with problems such as the “Byzantine generals” or the “Three prisoners” has been, along with cryptography, the foundation on which blockchain technology was built, enabling the trustless and decentralized services that are about to revolutionize our world… Assuming this was enough to pique your interest and make you want to dig deeper, I’ll just add that just like the other topics we discussed and as you might have guessed, this translates very well to investing and also to pretty much anything in your life: - Learn how to break down complex situations. Logical thinking paired with a statistical approach will help you break down any complex problem into several easier problems, making the whole thing a lot easier to approach/comprehend. - Base your decisions on a methodical and rational approach. List every possible outcome along with its associated upside/downside, estimate the probability of each outcome to occur and make the best decision based on the information available. My point here is that risk management, emotional management and statistics/game theory are all awesome tools that you should definitely add to your arsenal. Not only will it improve your money-management and investing, it will also be beneficial to your decision-making and to your life in general. Of course poker is not the only way to learn about these, but I personally found it to be the best practice ground to refine and improve them, which is why I strongly encourage you all to try it out and study the game. I hope you enjoyed the article, and I wish you all a happy 2021 bull run! May we all come closer to retirement and financial independence! TL;DR:more than a game, poker is a school of thought. It teaches you to be reasonable, to assess the risk of every single choice you make, to overcome you emotions, to play the long game rather than the short game, to make informed decisions, etc… This has made me a lot wiser in every aspect of my life, which is why I strongly encourage to try it out and read about poker strategy.
$ACAC Merging w/ Playstudios - Undervalued MGM-Backed Online Gaming/Gambling/Return to Normal Play?
Wondering what everyone's thoughts are regarding Playstudios merging with ACAC. Seems to have oddly dropped below even where it was when it was in the rumour stages. Here are some of the investment notes I've gleaned from my research. Please help provide more bear (or bull) cases if possible! Summary ⦁ Online gaming company with major backing and investments from MGM Group, Blackrock, Activision Blizzard, and Neuberger Berman ⦁ Playstudios' game profiles include: myVEGAS Slots, POP! Slots, myKONAMI Slots, myVEGAS Blackjack, and Kingdom Boss + myVEGAS Bingo coming soon ⦁ >100M lifetime app downloads ⦁ 4.2M monthly active users From PlayStudios investor deck ⦁ 56 minutes playtime/day (more than TikTok, YouTube, etc. as per Skillz' research), fairly comparable to Skillz as well (their data below) Skillz data on minutes per user per day - Playstudios is 56 minutes/day ⦁ Unique loyalty rewards program that engages sticky user base by providing free rooms, meals, drinks, at many Las Vegas resorts such as Bellagio, Aria, MGM, Luxor, Mandalay Bay, etc., as well as exclusive gambling room access in select casinos ⦁ Valued at $1B enterprise value at NAV ⦁ Using capital injection to develop new apps, M&A with other gaming companies Bull Cases ⦁ SPAC Management group is quite stacked and very heavy on online gaming, and gambling sectors ⦁ Co-CEO Edward King has experience at Morgan Stanley as Managing Director and Global Head of Gaming Investment Banking ⦁ Co-CEO Dan Fetters also has experience at Morgan Stanley as Managing Director of M&A ⦁ EVP of Acquisitions Chris Grove is a partner at Eilers & Krejcik Gaming ⦁ Chairman Jim Murren former CFO, Chairman, and CEO of MGM for over 20 years (12 years as Chairman, CEO) and led the recovery of MGM post-financial crisis. Currently also Chairman of COVID 19 Response in Neveda ⦁ Other Board members include the President and CEO of the Boston Red Sox and Chief Exec. of Fenway Sports Management, Senior VP of Monumental Sports and Entertainment, former CEO of ShooWin, and FoundeCEO of Sydell Group (lifestyle hotel chain) ⦁ Playstudios exec. team also all have long history of gaming, and gambling sectors ⦁ TAM of mobile gaming only set to continue to grow YOY ⦁ Loyalty program appears to be very sticky for Vegas visitors, as well as offering a clear value add for even non-gamers to participate (free drinks, hotel stays, etc.), and causing a virtous cycle from user app engagement -> real-life reward redemption -> resort app offers -> and back Virtuous Cycle - from PlayStudios investor deck ⦁ Undervalued in terms of PS ratios comp. to other mobile gaming companies (Zynga, Playtika, etc.), and EBITDA basis ⦁ History of strong app development and revenue growth without major capital injection ⦁ History of profitable business model, stronger revenues than a Skillz ($270M for Playstudios v. $255M for Skillz) Revenue Growth and DAU Chart - from PlayStudios investor deck ⦁ All apps have strong user experience and reviews are exceptional ⦁ Very large amount of shares set to exit lock-up 12 months after de-SPAC ⦁ During the lockdowns, the global market for social casino games grew 24%, indicating a strong hedge play against another locked down economy ⦁ Massive list of partners Partners List - from PlayStudios investor deck ⦁ Very valuable subset of audience From PlayStudios investor deck Bear Cases ⦁ Perhaps one of many entrants into an industry of very high competition ⦁ EBITDA near-term is not super strong ⦁ Some SPAC cash usage not ideal ($150M going into founder's pockets) ⦁ Not in a very hype sector like EV, Space, etc. TLDR: I think Playstudios is under-the-radar, competitively differentiated, and undervalued comp. to other mobile gaming companies right now at ~$11.20/share, and see near-term upside as a long-hold given the major partners and big names behind it (MGM primarily, Activision Blizzard secondarily). Disclosure: 5000 shares of ACAC Disclaimer: I am not a financial advisor... do your own due diligence.
[USA] [H] 3DS and DS consoles and games, GBA/GBC/GB games, Wii console bundle, broken PS2 and DS Lites for repair, Switch digital codes and physical games [W] PayPal
Hello all, I have a bunch of new stuff for sale. All prices include shipping in CONUS unless stated. Happy to do bundles to save you on shipping. I have pictures for some items, if you need pictures just ask. I also do my best to describe condition of everything. I have a PayPal business account and I use invoices. Usually ship same day or next day. For larger orders I use UPS commercial which is cheaper and more reliable than USPS right now. Also I have over 100 confirmed trades :) Lastly, I have a couple want items at the bottom of the list which I would like to buy.
HAVE
Wii console bundle Black Nintendo Wii (not GameCube compatible) with all cords, sensor bar, black Wiimote plus with black sleeve, and black nunchuck. $65 shipped. 3DS and DS consoles Every console is tested and cleaned. Also before anyone asks: none of these have IPS screens. See below for a note about 3DS chargers.
SOLD"new" Nintendo 2DS XL white and orange - no stylus or charger, comes with stock micro SD card, almost no wear on this at all, one tiny blemish on the top screen, faint stains on the outer shell that will probably come off with a bit more cleaning. $125
SOLDBlack 3DS XL - no stylus, comes with stock SD card, lots of small scratches on the top of the shell, almost no wear on the interior. $100
SOLDCosmo Black 3DS - no stylus, comes with stock SD card, almost no wear on the system except the circle pad is cosmetically damaged but works fine. $75
Limited Edition Nintendogs DS - comes with original stylus and the Nintendogs Best Friends limited edition cart. Console is in excellent shape but the decals are dirty. Could be removed to have a minty teal colorway console. Also comes with an aftermarket GBA SP / DS charger. $80
SOLD Pink DS Lite with charger $45
3x 3DS chargers. I have 5 3DS systems for sale and only 3 chargers so I'm listing the chargers separately. Each is $5 added onto a 3DS console above. I'm not looking to sell them separately at this time. These chargers also work with DSi consoles. One has sold
3DS games
Conception II: Children of the Seven Stars Soundtrack Bundle sealed - $45
SOLD Dragon Quest VII CIB - $50
Bundle of Pokemon Sun and Moon loose - $30
Zero Escape Virtue's Last Reward CIB with hole in cover art - $12
Zero Escape Zero Time Dilemma Pre-order Bonus Watch in case - $30
DS games
SOLD Final Fantasy III CIB - $20
Jewel Time Deluxe cart only - $45
SOLD The Legend of Zelda Phantom Hourglass CIB - $20
Bugs Bunny Crazy Castle 2 player's choice with some label damage
Casino Funpak
Kwirk
Ms. Pac Man
Nemesis
Super Mario Land
The Amazing Spider Man
The Hunchback of Notre Dame
Broken consoles for repair
Fat PS2 with power and AV cords, laser works, I think it's a heatsink issue because the fan is loud and it freezes shortly after starting - $15 plus shipping
SOLD Two DS Lites, one red/black has an A button that doesn't press down right, the other blue/black has an L button that doesn't register at all, both consoles work fine otherwise, no styluses, chargers or slot covers included, asking $25 shipped
Switch physical games
Blasphemous sealed LRG version with card - $120
Blasphemous sealed LRG version with gold card - $140
26 Capital Corp (ADERU) is a new at-NAV SPAC with world-leading online gambling expertise - worth a bet
EDIT - one week after i posted this, Britain's most successful hedge fund manager Michael Platt has taken a 6.5% stake tl;dr At-NAV new SPAC with world-leading expertise in online gambling. Worth a bet on potential to be next DKNG on the hype train
+++++++ Hi all - have had a lot of great tips from this sub. Hopefully this pays some of you back. I have been watching and researching this since 23 December when it first filed S1, awaiting the units to be listed - they are available today trading as ADERU Positions - 500 units @ 10.42 to start. Will be monitoring and building position below $15, especially if attention starts to build ahead of units and warrants splitting and shares coming available to Robinhood. (My other SPAC positions are OPEN, IPO-E-F, PSTH, FUSE, PIPP, ACTC, CCIV and DMYD, 100 to 1000 shares each mostly around NAV and numerous warrants and options around these.) As ever, this is not investment advice and do your own research +++++++
26 Capital Acquisition Corp or ADER is a 240m SPAC with usual terms - 10$ units, 1/2 warrants. Seeking a merger in "gaming and gaming technology, branded consumer, lodging and entertainment, and Internet commerce sectors". I think this is highly worth a play on the online gambling hype if you can get in at near NAV, based entirely on the management which is unbeatable in its knowledge of the gambling industry
CEO Jason Ader has held director level positions at Las Vegas Sands Corp. ($42bn one of biggest casino groups in world), IGT (£3.72bn multinational gambling firm specialised in software and slot machines) and Playtech (£1.4bn multinational gambling software firm) Before starting his own fund in 2013 he was regularly ranked Wall Street's top analyst on the gambling and leisure sector His fund, Spring Owl Capital, is a small activist fund focused on gambling and leisure. They are probably most famous for ousting the CEO of Viacom in 2016 and a crusade against Yahoo CEO Marissa Meyer in 2015. Ader knows the gambling - and online gambling - industry inside out. He drove bWin to a £1.1bn takeover by gambling giant GVC (now Entain) in 2016, and has been driving similar change and demands for improvement at board level at Playtech The fund mostly manages money for a select group of wealthy families, which could be a positive sign for the SPAC (although I don't know how much skin in the SPAC the fund has, if any) Here is a video of Ader from November talking about how he's excited about SPACs. He talks about how he has been advising certain States about legalising sports betting and how to maximise value and liquidity by linking up with European companies in the space (Playtech e.g.??). Ader is extremely bullish on US legalising online casino and more sports betting options, accelerated by need for revenue because of pandemic
Rafi Ashkenazi One of the most highly respected names in the online gambling world, including COO and CEO positions at major online gambling firms such as Playtech and Stars Group (a world leader in online poker and casino). At Stars he led the $4.7bn takeover of Sky Betting to create the world's largest publicly listed online betting firm in 2018. Most recently he led the £10bn merger between Flutter (biggest gambling company in world by revenue, market cap £26bn), and Stars Group (Ader also involved). Also has connections into the booming Israel tech space which is interesting
Joseph Kaminkow Special Advisor to the Chief Product Officer at Aristocrat, a leading gambling software provider and games publisher, previously Vice President of Game Design at Zynga Inc. This guy is a former video game / pinball designer who is credited with revolutionising the slots industry after moving into gambling software from video games in 1999. Regarded as a "legend" and "hall of famer" in this niche. At Zynga he designed so-called 'social casino games' which don't involve real-money gambling but are otherwise basically gambling apps (revenue from microtransactions etc). 130 patents on gambling/gaming design inventions
Greg Lyss This is a very interesting but extremely low profile person. He was Bill Ackman a.k.a SPACman's right hand man at Gotham Capital. Ackman respected him so much that when Ackman set up a personal hedge fund to invest the Ackman family's money, he put Lyss in charge of it. To repeat - Bill Ackman thinks this guy is such a good investor and trustworthy that he put him in charge of investing his family's money. Don't know anything more about him, but I like this association with Ackman, which suggests to me some integrity around management of this SPAC, especially as the gambling world can be very murky. The other member of the team is the CFO of SpringOwl with 20+ years' hedge fund experience and not notable (although clearly competent)
Thesis / potential targets Based on the above experience and many public comments by Ader over the past year, I would be very surprised if ADER is not looking to merge with an online gambling technology provider / existing online betting website / social casino app / possibly a supporting technology provider They are activist inventors, and specifically say in the IPO prospectus that they could look for businesses that can benefit from turnaround or are not being run well. I speculate that their deep knowledge of the European / global online gambling industry means they have a target in mind that they think would benefit from their expertise and US liberalisation of gambling legislation.
1) Ader believes the listing of UK-listed gambling companies in US is immediately big in terms of market cap because of the premium on online gambling stocks in US. He has pitched DraftKings to takeover Playtech and called on Playtech to spin off non-core business. This makes me wonder if he would spin off some element of Playtech to list in US to cash in on gambling hype. This might be Finalto.com / TradeTech which is an online financial platform owned by Playtech. Playtech has been trying to sell this for 200 - 240m since August so it fits. This company provides liquidity and trading to brokerages and runs markets.com a trading site. I wouldn't be that excited although apparently the business has been booming during COVID and there could be a decent pop just on fintech hype.
2) This could be a 'picks and shovel' type data/B2B betting software play a la DMYD, or something like e.g. Israel based CRM software Optimove which works with some of biggest online gambling cos and has links to Ashkenazi. This would be interesting but probably not a huge pop
3) Possibly - given Ader's links to Sands - an online gambling tie-up with one of the big Vegas casinos who are desperate to get into the online betting space (see MGM's attempt to buy Entain for $8bn last week). Interestingly, Sands' owner Sheldon Adelson, previously a major opponent of online betting, has just died. Ader predicted a few months ago that Sands would be moving in this direction.
“There’s no stopping online gaming,” Ader said [before Adelson's death]. “(Las Vegas Sands’) initiatives to stop online gaming, at this stage, are largely historic. There hasn’t been a lot of spending recently to do that, especially post-pandemic.” “I think the company will see the value created by DraftKings and FanDuel and Penn (National) Gaming and others. They’re not foolish,” Ader added. source
4) Ader is very confident that Macau will legalise online gambling in next year or two. Sands is big in Macau, the biggest gambling market in the world. A SaaS-type product positioned to capitalise on Asian gambling would be MASSIVE - at present however, China's attitude to gambling and local regulations mean this is unlikely
5) I also wonder if they might try to take legitimate one of the offshore bookmakers with big customer databases and brand recognition but which have been grey-area/illegal under US gaming legislation. For example, Five Dimes recently announced a settlement with the FBI to attempt to transition into newly legalised US markets. This might have the most hype potential
Potential upside This is entirely a play on management experience and the meme factor / hype around online gambling in the US. I think if they pick a good target - which given their experience and connections seems likely - and get the right publicity and attention from retail investors looking for the next DKNG this could easily 3x and maybe 5-6x if on DKNG-type hype levels. There is currently little spotlight on this and it is a good time to get in at NAV
Potential Downside
Ader has been vocal that he thinks US online betting is overvalued and in a bubble - why is he starting his own SPAC in the space then? Does he just want to cash in while the hype is at all-time high or does he have a legitimate business goal?
If he just wants to dump a part of Playtech which he does not like onto retail investors, this is a bad deal.
Other targets could be e.g. hotel industry or other leisure sector which would be zero sexiness to retail. Given Ashkenazi and Kaminkow's background this seems unlikely though
Usual SPAC caveats apply about potential difficulty finding a target, locking up your money for unspecified period of time, and the fact I may have completely misread the potential and my above thesis might be totally wrong
Gotta Collect 'Em All: Hype Decks and Popular Playing Card Series When you're into cardistry, you'll know a thing or two about playing cards. They are, after all, the tools of the trade. And you'll quickly discover that there's a lot of different custom decks out there, many of which are great for card flourishing. A vast amount of cards that have already been produced, and there's steady flow of new cards that are being released on an ongoing basis. Arguably the most popular playing cards beloved by cardists and collectors alike are what some refer to as "hype decks". These are decks that have effectively become a brand of their own by virtue of their sheer popularity. In the last few years alone there are several "brands" that have generated a huge wave of momentum. Almost every new release is quickly sold out, and previous releases don't take long to fetch high prices in the secondary market, as buyers scramble to "collect 'em all". In this article we'll introduce you to some of the more popular series of this sort, which are beloved by both cardists and by playing card collectors. FONTAINES The Fontaine brand is one of the biggest and most recognizable brands in the world of playing cards today, especially in cardistry circles. When you first see a Fontaine deck of cards you might wonder why. After all, what is there to get excited about card backs which have a lower-case "f" put together in a simple and minimalist design, and card faces that are mostly standard? The reason for the success of this brand is the man behind it, Zach Mueller. Zach began making a name for himself with his creative cardistry videos, some of which went viral on youtube. Inspired by the iconic Jerry's Nugget casino deck which appears later on this list, around 2013 Zach whipped up a simple design of his own, printed the deck, and began using it in his cardistry videos. It wasn't even originally conceived as deck that would be published more widely, nor was including it in his cardistry videos originally intended as a marketing gimmick. But the popularity of his videos did have the result of producing a demand for decks like the one Zach was using. When he tried his hand at crowdfunding one, it became an instant success. Zach built on this success with further releases of the same design but in different colours, and later expanded his Fontaine brand to include clothing and other merchandise. Today the Fontaine company has a significant number of releases every year, and they are typically so much in demand that each sells out in minutes. While many of the initial decks didn't evidence much variety aside from recolouring the back design, in recent times we have witnessed some more innovation, such as collaborations with other artists, and a UV black-light edition. https://preview.redd.it/bk51kexhhcg61.jpg?width=600&format=pjpg&auto=webp&s=7ad5a040ac2cd67d9644f02041f3937ba2e28642 ORBITS The Orbit decks come from magician Chris "Orbit" Brown, with involvement from designer Daniel Schneider. The Orbit series is extremely popular with card flourishers, and it's not surprising why. The circle design on the card backs makes it ideal for cardistry. The first version of the deck was blue, had a print run of only 2500, and only managed to hit its Kickstarter target on the final day when it was put up for crowdfunding in 2015. In contrast, today collectors can't get enough of them! The fourth edition alone had a print run of ten times that amount, and the first few versions of the deck will now cost a pretty penny on the secondary market - if you can find them. Common to most of the decks in the series is of course the signature circle look of the card backs. But there's also the regular presence of light-hearted jokers, mini-astronauts, and even tiny orbitting rockets on the card backs, all of which capture something of the galactic and space theme, and add elements of warm humor. There have been minor tweaks to the design to ensure that each deck is not just a simple recolouring of the previous version. The V7 deck is noteworthy for its retro pink and blue colours, and for including a tribute to the failed mission of the space shuttle Challenger in 1986, and has the added bonus of being a very cleverly marked deck. The face cards of the Orbit decks mostly feature a style borrowed from the classic Arrco decks, which gives them a slightly different feel from your typical Bicycle deck, while ensuring that they still have a very familiar, recognizable, and practical look. Some of the decks feature even members of the Orbit crew as the court card characters. It is certainly a successful formula, and these are versatile playing cards that are both novel and familiar enough to make them suit a variety of purposes, from card flourishing to card magic. As with most other entries on this list, the success of the series has generated an increased demand for the first decks in the series, which are not easy to get hold of. https://preview.redd.it/0lakhcmihcg61.jpg?width=600&format=pjpg&auto=webp&s=424b4fba74ee4be5d763fb2439b270df0d319019 JERRY'S NUGGET The history of the Jerry's Nugget decks is a fascinating one, and it even includes a great detective story. The short version is that these striking red and blue decks were first printed in the early 1970s for Jerry's Nugget Casino in Las Vegas. They ended up in storage instead of being used at the casino, and eventually made their way to the gift shop, where they were sold for a dollar or two each. At this point they were discovered by some big name cardists, who began popularizing them via their videos, and spoke highly of their handling qualities, which were the result of printing methods that couldn't be replicated with modern methods. The demand for them grew, but by this time they were sold out. With a limited supply and increased demand, they slowly became a holy grail for collectors, prices typically reaching $500 per deck on the market. Around 2019 Lee Asher became involved with a project to reprint the cards, to make them readily available again, and put them in the hands of a new generations of cardists and collectors. A deal was brokered between Expert Playing Card Company and Jerry's Nugget Casino, and with the help of an incredibly successful Kickstarter project that fetched nearly half a million dollars, a new edition of Jerry's Nugget decks hit the market. The new decks are almost like the original, but consist of a Modern Feel version printed by USPCC and a Vintage Feel version printed by EPCC. The scene was ripe for capitalizing on the popularity of these classic decks, and so the deck was subsequently reprinted in colours like Teal, Coral, Black, Steel Grey, Yellow, Orange, Green, and purple. There are also some limited editions like Pink, and there are even special limited editions with gilding. Many card flourishers love the minimalist look of this series, the famous name and iconic look, and the variety of different colours make them ideal for collectors. https://preview.redd.it/kuxzzlgjhcg61.jpg?width=600&format=pjpg&auto=webp&s=8356844549aedec90eda4b447063afc00faf88f5 CHERRY CASINO The Jerry's Nugget decks aren't the only decks that capitalize on the public interest in old-time casinos. This is also the concept that lies at the heart of the Cherry Casino decks, which is a series of playing cards produced under the Pure Imagination label. Pure Imagination Projects was founded in 2013 by Derek McKee, and the first Cherry Casino deck was produced around 2015 in a bright aqua colour. The idea was to draw on the image of an old time casino, hence the classic cherry artwork familiar from slot machines, an iconic symbol of gambling. Several versions then followed in successive years, as the Cherry Casino decks slowly grew in popularity One of the drawcards of this series is the bold metallic ink used on the cardbacks for most of these decks, which instantly sets them apart from your average deck. One of my personal favourite colours in this series is the Tahoe Blue, which is inspired by one of the clearest and deepest lakes in the United States, Lake Tahoe. The use of metallic ink on card backs creates a gorgeous and inviting pearlescent blue that is hard to get enough of. The Cherry Casino decks are also very versatile and practical, and the relatively standard card faces makes them ideal for card magic or for playing card games. Yet the striking card backs also makes them very appealing for cardists and collectors. This creates the ideal combination of something striking and something simple, which is the greatest strength of the Cherry Casino series. The vibrant and eye-catching colours, set them apart from the competition, and give them the magnetic quality that collectors look for, while they remain functional and suitable for a variety of uses. The first decks in the series are especially prized by collectors, since they are long out of print, and entered the market long before anybody realized how successful this series would become over time. https://preview.redd.it/uvqcml7khcg61.jpg?width=600&format=pjpg&auto=webp&s=2ef474b844f7af286d7d3c3bf3fb5a9f67bead9e VIRTUOSO Virtuoso, commonly called The Virts, is a group of Singaporean cardists, originally founded by Huron Low and Kevin Ho. Other team members joined them over time, and they began releasing cardistry videos on their youtube channel. Around 2012 one of their cardistry videos went viral and was eventually featured on the Discovery Channel, which only increased the growing interest in their work, especially their creative card flourishing videos. It was also around this time that The Virts came up with the idea of designing a deck of card that was specifically geared towards cardistry. They used a design that was strongly geometric in flavour, and where even the court cards and number cards were optimized for card flourishing, to enhance the visual aesthetic of cards in motion. Today it's quite common for a deck to be optimized for cardistry, and there's a ready market waiting to buy decks like this. But at the time this was a groundbreaking idea, and even somewhat of a financially risky one. But card flourishers welcomed the very first Virtuoso deck with open arms, and the deck proved to be more successful than ever imagined. Since the release of their first deck, The Virts have continued to release follow-up decks on a somewhat regular basis. Typically each new release is accompanied by a flashy video that showcases the amazing cardistry of The Virts themselves, which is cleverly accentuated by their cardistry-friendly cards. Their signature geometric design is common to all of the decks released so far, and the eye-catching colours and consistently handling qualioty ensure that card flourishers love it. Recent times have seen the rate of their releases slow down, but news in 2020 about their latest deck - which is scheduled to come out in 2021 - generated a new wave of excitement. Loyalty to the Virtuoso brand and decks is evidenced by the fact that many people were ready to pre-order the new deck sight unseen. https://preview.redd.it/48zmr2okhcg61.jpg?width=600&format=pjpg&auto=webp&s=cd5fcc61431a3e2764fd95bb5dba12a79658817d ORGANIC PLAYING CARDS One of the more fun entries in this list are the food-inspired decks created by Organic Playing Cards (OPC). This brand is originally the brainchild of Cameron Toner and Nathan Lex, who started OPC while they were in college, combining Cameron's love for card magic and Nathan's love for cardistry. The company has since evolved, and others have come on board as they grew. Their original goal was simply to produce a fun deck of banana-themed cards, now known as Peelers V1. Since then they've gone on to produce a cornucopia of fruit-inspired novelty decks. The concept of what you can expect from an OPC deck is a simple one. Typically it's a deck that features two pieces of fruit on the card backs, some humorous changes to the court cards that incorporate that fruit, an adjusted colour scheme, and a fun take on the tuck box. For example, the Squeezers V1, V2, and V3 decks are orange, lemon, and grape-fruit themed retrospectively, and the tuck boxes are designed to look like juice boxes, complete with an ingredient list. The Snackers decks are themed on strawberries and blackberries, and come in a resealable package typical of a bag of candies, and even include an artificially added scent that smells like the fruit. The latest additions to this popular series have included an avocado themed deck (Avocardos), and in somewhat of a departure from the usual fruit theme and look, a corn-themed harvest deck (Shuckers). So they are exploring new directions, but they haven't run out of fruit just yet, and I look forward to see what they come up with next. https://preview.redd.it/56o6yqelhcg61.jpg?width=600&format=pjpg&auto=webp&s=6b9aec71b43d043c10980cee343e3bf3e8ffed30 WHAT TO BUY AND HOW MUCH TO PAY? Buying and pricing In the end, you should buy what you like, not what other people tell you to like. But how much do these decks typically cost? Latest releases typically sell at retail price, and don't cost a fortune. Although in some cases, especially with in-demand brands like Fontaines, you have to be right at your computer when a new deck is released, and be among the first set of buyers who are fortunate enough process a purchase in the few minutes before they are sold out. Otherwise you'll have to rely on resellers, some of which can have inflated prices. Older decks for virtually all of these series, however, tend to command much higher prices. This is simply a matter of supply and demand: as the number of collectors grows, more and more people want them, while the supply is limited, because the original decks are long out of print and out of stock at retailers. You'll have to rely on the secondary market to try to source these, and expect to dig deeper in your wallet if you want to get first and second edition decks of many of the above series. Investing and re-selling When collectors see some of these decks selling for over $100 on the secondary market, it can be tempting to think that it's a good idea to buy a stash of decks in the hope that you'll hit a jackpot with a brick of decsk that will be worth a bundle down the line. The reality is that this is hard to predict. When most of these decks were first released, nobody knew that they would become big hits over time. It's only as a series or brand generates momentum and establishes a loyal following, that the prices of the original editions start to rise. For example, I have a Peelers V1 deck, and these are now worth up to US$150 today. At the time I picked it up, it was just a novelty deck from an unknown brand, and I used it as an everyday deck for card games and card magic. Who was to know the success that OPC would later become? Meanwhile I've just been using it casually for card games! Much the same is true for the very first Fontaines deck, which costs a fortune now, but at the time was really just an ordinary deck. The playing card market is fickle and future hits are almost impossible to predict. If you want to earn money, rather than gambling on playing cards, you're better off spending your time working for money at your regular day job. Other popular series Are there other series besides the ones covered above? For sure. Daniel Schneider's series of Black Roses deck also has its passionate collectors, as do the Golden Nugget decks, the Gemini Casino decks, and the NOC decks. The Planets series by Vanda was also popular for some time, but with the release of all the planets this is obviously now complete. There are also people who collect anything produced by a particular brand, such as Anyone Playing Cards. Perhaps even that new release you're thinking of purchasing will become the start of a successful new series or brand - you can never really tell! https://preview.redd.it/ppwyhb5mhcg61.jpg?width=600&format=pjpg&auto=webp&s=75a4ee69f8af72d0c022c24d50e3581b80066959 HAS THE INDUSTRY JUMPED THE SHARK? More and more, faster and faster In the first few years of the boom in the playing card market that was created by the arrival of crowdfunding around 2009, new releases were typically produced either as a mass market deck, or as a numbered limited edition. That seems to have changed in the last few years, and the number of permutations for a particular deck seems to be more than ever before. First of all we get recoloured versions of the same deck, multiple times over. Then in addition we get a numbered deck, and a gilded deck... and multiple combinations of all of these. It starts to become impossibles for collectors to get a complete collection. In addition, in some cases, a very limited edition of a popular series is produced at a high price tag, like the $75 Cherry Casino House Decks, putting it out of the reach of most collectors, except those with very deep pockets. In other cases, companies are releasing decks in different colours so fast (here's looking at you, Jerry's Nuggets), that collectors can hardly keep up. The inevitable question arises whether some of these developments are unhealthy. How much is too much? All this understandably makes some collectors begin to feel a little jaded, and wonder if some of these series have jumped the shark. Are some creators starting to take the mickey out of collectors, knowing that they will want to "collect 'em all", even if they have to spend ridiculous amounts to do so? Is this capitalism gone mad, and are producers becoming too motivated by trying to make big bucks? If this trend continues, it can start to feel like price-gouging and greed, and creators run the risk of sucking the joy out of collecting, and losing their customers. All this means that producers have to be careful in the decisions they make about what they release, and not simply be motivated by making money. Collect 'em all? But there's a lesson in this too. It doesn't make sense to mindlessly collect every single thing. But if you do think carefully about what you want to collect, it can be a lot of fun to collect series like the ones covered here. By all means collect 'em! But maybe just not all of them. At least, not all the time. https://preview.redd.it/c50y53umhcg61.jpg?width=600&format=pjpg&auto=webp&s=3f00f71fa02141ee251913695a2cc7fba823a260 Author's note: I first published this article at PlayingCardDeckshere.
I've thought alot on gaining poweprogress on an account, and the best way to accomplish it. Then extrapolated a little from my other experiences to come up with this. Please realize that almost the entire guide excludes Light/Dark in any regard. TL:DR Version: I have tested and managed an e5 two times now in under 5 months. It should be even easier than when i did as since game has gotten alot friendlier. My luck was not good nor bad. Just takes doing the goal oriented things below. Saving what you should save. Spend when you should spend. Feathers really are important for this. Its also very important to prioritize the feathers in events. Get 240 Casino coins, 80 POs, or 500 HSs THEN spend them to complete said event. Don't use them before that since you lose out on the feathers. Once you start building a supply of feathers, don't spend them until you can fully build the hero. Next is focusing on 4★ shards for most of your growth. Last is DON'T BUILD HEROES YOU WON'T FODDER. Do these and even you can do it. I know its a bit of a read, but this whole thing does work, but you can't cherry pick the parts you want to do, and expect it to not take you longer, in some cases alot longer. Keep these heroes until you know better what you are doing:
Horus
Gustin
Tix
Ithaqua
Cthuga
Morax
Ignis
Kroos
Delicium
Nakia
Heart Watcher
Rogan
Elyvia
Garuda
Xia
Sigmund
Inosuke
Sherlock
Penny
Unimax - 3000
Starting
The idea behind this whole post is to focus efforts towards the earliest most efficient E5 you can make. The power of an early E5 vs a team of 6x 10★ isn't really even comparable. The E5 will wipe the floor with them in every way. More specifically an E5 of one the best heroes in the game will carry your progress well beyond any other strategy after its made. No hero does everything the best. Therefore, we want to pick as good a hero as we can, without waiting forever. We still need to get this made in a reasonable time frame so you can build on your progress. So once again the idea is to go all out for ONE hero. Don't level anything you can't sacrifice. ALL Prophet Orbs, Prophet Branches, Feathers, Guild Coins, EVERYTHING that is a resource and can be used to progress your E5 will be used for your E5.
The Basics
Lets start with the basics by breaking down Hero ★ ranks. The basic unit is a 5★ building block. Heading over to the Creation Circle, we can turn some 5★s into 6★s. Once at 6★, level the hero to 100 and promote it. Then the promotion tab becomes active on that hero. The rest of the promotions will be done here. Requirements below:
7★
4x 5★ Same Faction
-
-
8★
3x 5★ Same Faction
6★ Same Faction
-
9★
2x 5★ Same Faction
6★ Same Faction
1x Copy of Hero
10★
9★ Any Faction
6★ Same Faction
2x Copy of Hero
E1
9★ Any Faction
-
1x Copy of Hero
E2
9★ Any Faction
-
1x Copy of Hero
E3
10★ Any Faction
-
-
E4
10★ Any Faction
-
1x Copy of Hero
E5
10★ Any Faction
-
1x Copy of Hero
Looking at this we can see that we will need to get our E5 hero to 9★, three 9★ fodders, and three 10★ fodders. That's 304x 5★s if i did the math right. That is alot of 5★s. So here is the basic plan.
Step 1: Pick and build good 10★ Fodder Heroes
Step 2: Pick an E5 Hero, exclude all other potential heroes.
Step 3: Complete events specifically with Feathers in mind.
Step 4: Steal Underpants
Step 5: ???
Step 6: Profit
The most common ways to majorly slow your progress seems to come in 2 forms. 1.) You feel you need a full team of heroes with lots of stars. 2.) You struggle with the long view and build non fodder heroes. So let me just say once again. You don't need a full team. You need 1 good hero. If you decide on a hero, stick with that hero.
Picking the E5 Hero
This is your first E5, once made it will be your only hero for a time. Because of this, it needs to be a solid hero for carrying your progress from that point on while you start on your next. I used to rate heroes on a per Category basis and weight the results for a best hero ranking. That takes too much work. So instead of that non-sense i'll just tell you who i would build. 1.) Tix 2.) Inosuke 3.) Garuda Try to build 1 of those 3. Tix and Inosuke are a bit better than Garuda, but she is still very solid if you happen to have alot of copies of her. You can always build the other 2 next. Picking your E5 hero is probably the trickiest part of this whole thing. The several month building process gives you time in which your fortunes can change. So here is my advice. Build Norma to 9★ and use her for early game. Start working on 10★s of other decent fodder heroes. In that time, if you pick up 2-3 of any of the three heroes i listed, just lock in and go for that hero. I also don't count the Imp Adventure Chest as picking up a hero. I'm talking through PO, HS, Super Casino, Random Holiday Events, Heroic Miracle, or Altar Event. Keep the Imp Chest a Chest until you pull the trigger on deciding which hero you are going to make. Once you decide on a hero, you can open the chests. Feathers should never be used until you can promote a hero to E5 the exact moment you spend them. If you are still building Fodder or the copies don't add up to 9, you don't spend feathers. The reason is because we really only want to spend feathers on this first hero for speed. After this first hero, feathers should be solely for Light/Dark hero copies or 400 Feather P2W Artifacts. So the less you can spend the better. It is still worth using them at the right time for your first E5 though. If you aren't sure where to orb, i would suggest one of 2 things. 1.) If you have any copies of the heroes above, try the faction you have the most of. 2.) If you don't have any, pick Fortress. It has Inosuke and Sherlock. Both are great. Shadow basically only has Tix. Forest has Garuda and Rogan which are good but aren't quite as good as Sherlock and Inosuke. At the moment Inosuka and Tix are probably the most useful heroes. Therefore if you have no copies of any of the other listed heroes, you should just start your aim there. Once you get an E5 hero, you don't start filling in your team with a bunch of crap low star heroes. You start the process over again on a new hero. Though maybe this time include Light/Dark as options. You really shouldn't ever be building anything that isn't going towards an E5 Hero, other than maybe HeartWatcher and Sigmund which are generally fine at 10★ or E3.
Picking 10★ Fodder Heroes
Faction
Hero
Hero
Hero
Shadow
Dominator
Walter
Corpse Demon
Abyss
Karim
Barea
King Barton
Forest
Starlight
Groot
Vesa
Fortress
Ormus
To make an E5 hero, we need three 10★ sacrifices for the last steps. So it helps to make those useful heroes until its time to sacrifice them. Which of these heroes you build will depend on luck, and the faction you choose to use Prophet Orbs on. Each faction has a few worthy 10★ heroes listed above.
Streamline the Fodders
The fodder process needs to be focused on building only 1 Non-Fodder Hero to E5. That means leaving all other God Tier Heroes unmade and in Token form if you can help it. This will stop them from taking up a hero slot. Good to get in the habit of keeping heroes in Token form until they are needed. That being said, any hero i didn't list at the very top of this thread should be put to use making 10★ fodders. No need to save them if they aren't on that list. The biggest mistake newer players make is underestimating the power of 4★ Shards and not picking them up at every available opportunity. The importance of 4★ Heroes IS HUGE. It is the basis for 75% of my growth. You build the shard numbers daily, in small amounts. By the end of the month, they add up to thousands. On top of that, with the monthly Fusion quest, the first 20 5★s you make reward you gold, which you will need. They should be picked up at every chance. Here is where to find them.
Marketplace: 30x Shard for 1.5m Gold (pick up 3★s too)
Seal Land: Smash daily for the most you can (after 10 or so buy 3x extras smashes)
Event Raid Hero Challenge: Spend gems for extra completes here. All that you can EVERYDAY.
Tavern Quests
Aspen: The Lady Dude sells 30x Shards for 1.5m Gold
My Monthly Progress:
All month long, do everything to build 4★ shards
Once Heroic Miracle comes around
Use all my Heart Summons, destroy all 1★ and 2★
Use all my Random 4★ shards along with 3★ shards to form 5★s
Keep forming 5★s until i can turn them into a 6★
Once i have three 6★s of the same faction a. Collect 9 more 5★ fodders of that faction b. Collect 1 more copy of one of the 6★ heroes c. Craft a 9★
Use 5★ Random Summon Shards a. You want to collect 5 of any of these heroes. b. If you have 2 copies of any of them, make a 6★ c. Make a 10★ with said hero
Change Log:
Changed all kinds of crap. Cut out tons of non-sense filler. Mostly updated so people reading don't build the outdated heroes. Its been awhile since i updated this.
"Avoid the obstacles and complete 5 laps on the big roulette!" Rushin' Roulette puts a spin on the classic race formula, with players completing multiple laps of a circuit instead of on a straightforward obstacle course. In this case, the course is a giant roulette wheel divided into three parts: the inner, middle, and outer rings.
As everyone knows, the inside track of a circle is shorter, so the inner section of the wheel is designed to slow players down and be riskier. For example, the most common version has each section divvied up by walls that players must jump over.
The main ring contains the fewest obstacles but lacks the boost from the inner or outer paths. Obstacles for this segment can include Pressure Washers (see Clam Up) or floor launchers.
The outer ring is the longest route, so to compensate, the outer ring spins forward like an actual roulette wheel. However, there is a risk to this path as well. A roulette ball will spin along this route, so players must weave into the main ring periodically to avoid it.
Occasionally, the outer ring will stop spinning and the ball will roll down through the main ring into an inner segment. It will then disappear and be dropped back in via a chute as the out ring begins spinning again. https://preview.redd.it/zzh4xelbxpg61.png?width=1280&format=png&auto=webp&s=4ca93a5a2d6b6ea1388bb4770193b3ce8db9bf7c Player Distribution Because the track is so small and the rings are so different, starting in the front row or closer to a ring may give too much of an advantage. My main solution is to have players start at different positions around the course, possibly in groups of 3-6. The finish line for each player is marked by a glow that only they can see. This makes it more likely for players to interact as the faster players pass the slow ones. The Casino Heist Set:
Check out my other ideas! History This one started out as a Fruit Chute type race called Whirlpool. The course was a funnel with conveyors or "flowing" slippery suds that spiraled down into a pit at the center. The start and finish lines were on platforms on the outer edge. They were near each other, but the finish line was "upstream". Players would either have to go against the current avoiding obstacles or take the long way around following the current. You could also get a shorter path by going close to the center, but this risked getting sucked into the pit. My idea to do a roulette wheel came during the creation of the Easter Egg Hunt, with a roulette dispersing eggs randomly. This was eventually re-worked into Egg Roll, which can be found in the same post. Next, Rushin' Roulette was a giant roulette wheel, where the whole ring spun. A coin dispenser up above would drop coins, and players would have to collect them to score points (similar to jumping through hoops in Ski Fall). Players would have to run against the spin of the wheel to stay under the dispenser or go the long way around to wind up back under it. (A little bit of this idea snuck its way into Egg Noggin.) Then I had another idea as a Survival round players were on a roulette table, with a roulette wheel down below. The roulette wheel would select slots and players standing on those selected slots would fall down into the wheel. You would have to avoid the ball (instant elimination) while trying to earn your way back up to the table by grabbing coins... if this sounds complicated and not fun, that is because it is. MediaTonic did this better in Snowball Survival. Eventually, I just went with a race around a roulette wheel using Whirlpool's idea. Occam's razor. I kept the idea of dodging the ball from the Survival round. Instead of having the whole ring spin, I divided it up into segments. I played around with having holes in the center, but that always ended up too easy to jump over or too frustrating if you fell in and had to start the lap over (maybe a variant someday). Instead, I created the dividing walls. And that's the history of this one round. Man, this part is longer than the rest of the post. I guess that's just the process.
Welcome Bosses, Chicagoans and all! Today we bring you great news, crew. See here, we have decided to let the public in on the operation: we are now doing public betas of new patches! This means that if you play Empire of Sin on Steam, you can now choose to opt into playing the latest stable beta build of the game. Here is how to do it:
Open Steam.
Go to the Library and right-click on Empire of Sin > Manage > Betas.
Choose the beta branch available in the drop down menu.
You should then be able to download the beta build. No password needed!
And that’s it, you’re good to go, boss! Of course, we would love to hear your feedback on the beta patch. Feel free to let us know in the comments below, in the Empire of Sin Discord or in the Empire of Sin Beta sub-forum. Discord: https://discord.gg/qX2PTYK Forum: http://pdxint.at/3tflvQ6 See below for a full list of Patch Notes for Beta Branch 1.03.
Update Notes - Beta Branch 1.03
Please Remember:
Back up your game save folder to ensure any issues during this test do not affect your main game saves
When reporting issues, please include the build version number in the report. You can find the version number on the main menu, or by dropping down the developer console.
You may be asked to attach a game save or log to a report. You can find your save games at C:Users[username]AppDataLocalLowRomeroGamesEmpireOfSinGameSaves
Player logs can be found at C:Users[username]AppDataLocalLowRomeroGamesEmpireOfSin.... Look for the folder that matches the time the game crashed
If a build update happens while you are playing the game you will need to restart Steam to get the update
Known Issues:
We're aware of an issue where you can receive notifications & loot regarding Big Jims Stash incorrectly. The team is working on a fix for this.
We're aware of some stability issues around the tutorial. The team is working on a fix.
We're aware of rare issue where buildings in the world can occasionally disappear. If you encounter this issue any additional Information you can provide would be very helpful.
Changelog
The Highlights
Safehouses are now hidden
Combat AI has been improved and provides more challenge
An option to avoid nuisance combat demands has been added, a new system will be implemented in the next update (1.04)
Fast travel has been limited
You can no longer attack an Enemy Faction you’re not at War with
General Changes
AI ignores temporary alliances when deciding to break an alliance
Loot crates are now rebalanced
Adjusted racket income filter list to take the prosperity modifier into account
Added separate notoriety gains for raze, ransack, and smash up
Prevented Personality Traits from reapplying every time you save/load
Removed time-free teleporting
Fix disappearing gangsters
UI polish
Locale polish
Prevented alcohol resource errors when ransacking that could lead to inventory corruption
Fixed instances of disappearing actors when upgrading ambience
Fixed severe issues when a game is loaded where "master hotelier" is in effect
Fixed an issue where actors could be sent to the void if two buildings changed their racket type at the same time
Added more building and colour variety in the neighbourhoods
Player cannot scroll the claim list without using virtual cursor mode when using a controller
Gangster Talents need to be unlocked
Fix boss ability items inheriting incorrect modifiers through weapon stats
Add a wait to the flee action so players can see the characters leave the area
Character model improvements
When editing a building name, if player adds a space or lowercase letters, the building name will not be displayed correctly
Adding more building variety throughout the neighbourhoods
Better telegraphing and delay for Hotels Disbanding
Better notifications for players when hotels are disbanded
Fixed a softlock when assigning Lieutenants
Fixed issue where if a character has more than 9 Status Effects on them, the UI will start to overlap. If they receive 28 or more, the icons will start to go off screen
Empire screen filter lists scroll resets on repopulating
The missing synergy icon has been found and returned to its rightful slot
The Crew screen and Black Market now have no whitespace issues when viewed in 4:3
The issue when switching to Asian languages and switching back would cause text to disappear in the tutorial is now resolved
We have updated the hiring costs for the starting gangsters
An issue with Safehouse discovery resetting on load has now been laid to rest
The awkward silences in sitdowns have now been filled with conversation. We Cleared the truce/end war sitdowns when war is removed
Missing translations in the Settings window from the Title screen have been replaced
Increased the difficulty of the difficulty levels
Change Threaten Option in sitdown pop up
Fixed alcohol resource being released twice
Save upgrader to fix older saves not loading from alcohol issue
Saltis issue with rackets being locked fixed
DMJ issue for Thompson not on map in Blues fixed
Capone softlock when talking to Guard fixed
When skipping to Ronnie’s phone call in the tutorial, we didn't have a valid reference to the brewery
Increased the tiers for racket guards for all major factions
The issue with gangster talents not needed to be unlocked has been whacked
Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them
The name of the neighborhood is now added to the surrender dialog options
Various UI fixes
Fixed an issue where sitdown and mission icons stayed fixed on screen if the player pressed 'f' to transition to another neighbourhood
Made sure that the tutorial safehouse doesn't spawn exterior guards while the tutorial is active
Addednew advertisements, see if you can spot them all
Fixed Safehouse Discovered Softlock in Tutorial
Friend In Need mission fix for not completing after killing lodge members
Jaqcues Attacks mission fix for not completing if you upgrade all rackets at once
Fixed crate positions
Increased the sitdown timeout from 5 minutes to 15 minutes
Unknown characters will no longer reveal the faction name if we start pre-combat near them
Mark Target will now work in pre-combat and start combat immediately when activated
Resolved an issue where the AI could initiate combat while a sitdown was beginning. This would result in a soft lock in some cases
Added recruiting time to AI squads
Removed war-free attacks, you want a fight, start a war
Raul is placed so close to a building that his arm was in it
Genna fix for Round The World mission not completing
When the player refuses the police request for cash, their rating with the police is reduced depending on their notoriety. If they pay up, their rating with the police is increased
Fixed a cursor issue when cancelling a load game request
Nicknames should display how you got them in pop up
Fixed issue where all tutorial attacks by player were asking for confirmation
Fixed Issue with safehouse storages being nil
Prevented Moles from being added to selection
Non-tutorial AI Factions now start with a safehouse security level of 2 instead of 1
Fixed bookshelf collisions in bars
Created a Sal's Tips update for 1.03 to advise players in-game as to what the updates are
Updated Large Casino interiors
Different colors for the Explore and the Exterminate Agenda icon outline on the minimap and street view. This change also fixes colors of agenda icons not updating when you encounter a squad from an unknown faction
Fixed Status bar icons overlap with combat status UI
Police now resume patrolling correctly after TurningABlindEye is over in a location
Made all loot in crates uncommon
OBanion's mission POI not updating if racket becomes invalid is now fixed
Duarte's mission racket showing 0 cost for buildings after takeover, CMA mission not continuing
Injured Gangsters are now correctly disappearing after taking over a racket when they become injured
Fix for Word on The Street mission not continuing because combat was starting during a conversation
Various save game fixes
Made prosperity only update on weekly events
Fixed issue where character entered into a t-pose if they travel while paused
Fixed issue where players could end up not being able to move long distances
Combat Fixes/Changes
Issues with the AI not using grenades if they have to step out from cover have been fixed.
Dead combatants can no longer panic during combat
Allowed the boss to gain notoriety if anyone in their faction performs an execution
Ensure AI squads that are about to attack a building are not used by other tactics before they have attacked
Reduce the OW Angle for Dart Gun from 180 to 130 degrees and reduced the OW Angle for LP08 Pistol from 180 to 150 degrees
Suppressed Fire shot does not deal damage to targets
Ensured combat can't start during conversations
Fixed issue where player is able to equip regular rounds on dart gun
Tweaked Last Rites as it can deal more damage than it is supposed to: All attacks with more than one shot would always deal crit damage after the first crit shot
Fixed issue where certain conversations couldn't start combat
Stop heal over time effects being applied when their item is equipped
Fixed a softlock in combat when moving characters who had been revived from bleeding out as the result of an overwatch shot
Fixed Ability & Melee descriptions being truncated during combat
Fixed issue where Gun panel would stay up with no gun icon
Fixed an issue where entering combat during the war tutorial softlocks the game
Remove the drunk animation while in combat to fix characters teleporting across the map
Ensured errors in AI tactics don't block AI behaviour
Fixed softlock related to a primary faction being eliminated in a war
Fixed softlock when a revenge reaction turn was triggered after shooting
Fixed softlock when using batter up on a character that doesn't die
Weapon Balance: Reduced the effectiveness of a number of weapons. Critical hit damage has been reduced across the board. Removed the instant kill modifier from the Funeral Arranger Shotgun and the Deceiver Rifle. Added Knockback and Bleed to the Deceiver
Fixed for knife attack anim freezing
Fixed save games with broken melee weapons after using a batter up reaction attack
Fixed an issue where Knocking Out a character with an overwatch shot would softlock the game
Fixed issue where character can be stuck in the knocked out pose after combat ends
Last Rites ability has limited range, which was not implied by the game in any way
Fixed issue with Remedy not appearing on action bar
Fixed issue with Hair Trigger ability activation popup showing even when character is knocked down
Fixed an issue where certain combat reactions were using stale position / vision data. Could cause an issue where a character would "step out" to an old position several meters away
Time Bomb will disrupt overwatch when thrown
Characters no longer get up after they have been executed if they were put in the BleedingOut state by a critical hit
Fixed issue where Last Rites doesn't indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
Characters no longer get stuck in the overwatch pose at the end of combat
Characters rotate back to their overwatch direction after getting attacked
Run Away option is displayed in surrender dialogue if gangster is under attack outside
If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
AI attacking building exteriors will now attack between 8-15 metres from the building door instead of between 0 - 5 meters
Fixed issue where corpses would block player moving to tiles
Vicekings boss Donovan leaned on us for getting his name wrong in German
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
We have ensured the Run Away option is displayed in surrender dialogue if the character is under attack outside
Added even more variety in the buildings
Made sure characters cant get stuck in the overwatch pose at the end of combat
Characters now rotate back to their overwatch direction after getting attacked
Increased the duration before an AI will declare war without an antagonizing incident
Adjusted weapon ranges and stats
Smooth out the curves for weapon ranges to reduce a number of sharp drop offs.
Lowered a number of critical damage multiplier values for numerous weapon types.
Removed critical hit chance from a number of explosives weapons.
Removed armor damage from rifles
Fixed an issue where the AI would get close to the player
Added new movement parameters that allow the AI to want to move towards the effective range of their weapon
Improved the performance for moving towards enemies and grouping with allies
Fixed an issue with all tiers of Saltis melee racket guard being equipped with Brass Knuckles. Now each tier of Salltis melee racket guard is equipped with appropriate tiers of melee weapon
Wandering thugs and thugs near loot crates will no longer attack the player on sight. They will attack if the player opens a loot crate near them
Guards of major and minor factions will now only attack the player faction characters on sight if they are at war
Melee attacks now trigger the correct animation if the target bleeds out
That combatant who started a battle while in sitting pose, will no longer stay in that pose for the whole fight
Guards in rackets will no longer sit in chairs
Resolved a UI Overlap in combat with large text settings
Further updates to the combat AI to help them move when no targets are visible and stay put when they can do actions from their current position
Made sure bleeding out targets are prioritised correctly in the chance to hit order
Friendly fire no longer removes non-aggression types of pacts (ceasefires/defense agreements..etc)
Fixed issue where Unleash Fury could fail to activate
Reduce the movement debuff from exhaustion from -2 to -1
Fixed an issue where clicking the "Exit Ambush" button did nothing in combat
Character speed returns to normal if Drunk status wears off during combat
Only play Gut Shot sfx when someone
Mission Fixes/Changes
Auto focusing missions that come from quest givers and boss missions
Fixed failing Ryley mission when Alfred dies
Fixed Helen being placed in Dyer mission when placement invalidated
Removed repeated objectives failing missions
Fixed alcohol production being stopped forever in CMA mission and Burned Bozze and Ruined Barley event
Fixed unclickable option for DMJ's mission
Added placement invalidated to RPC missions so they stop failing when a building is upgraded
Moved Kicking the Habit mission to mid game to stop both maria missions spawning together
CMA fixes - Stopping All Good Things on Alt time auto-completing, fix for Jaques Attack and They're on to Us
Boss mission fixes - Stopping NPCs from spawning on band stand, buildings taken over by killing boss now count as conquering and progress mission, fix for DMJ mission Down Hearted Blues
Fixed missions not completing in groups
CMA fixes, Auto accepting mission rewards instead of relying on resolution pop up
Persisting mission npcs that are going to be resurrected to stop them from disappearing, misc boss mission fixes
CMA fixes, body bag removal fix, removing persistent POI over Maria's head, adding do not revive tag to mission npcs to stop them getting up after combat
Moved any mission npcs standing on stages in bars off them
Fixed an issue where interior guards could duplicate themselves after winning a defensive fight
Union mission, family business mission and npc approaching player to talk fixed
Thug Variants
You should now see 13 different thugs
The appearance is randomly selected
Racket Guard Changes
Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard configs.
With each level of security upgrade the guards will now become much tougher
A new tier of racket guard has been introduced at security upgrade levels 4 and 5
These changes only attribute based. The number of guards has not changed and there has been no changes made to the guard inventories
Fixed issue with racket guards not being replenished
Faction Changes
Allowing the boss to gain notoriety if anyone in their faction performs an execution
Fixing Spiffing Brit minor faction exploit
Faction AI no longer attacks buildings outside of war. Existing attacks outside of war in older saves are cancelled.
The diplomacy option for retribution demands has been removed
Safehouse Changes
Gameplay change to safehouses hiding has been pushed.
Safehouses start out as hidden (white buildings you can't interact with)
Discovery chance increases by 1% a week from meeting a faction
Once a month a safehouse discovery chance checked and the safehouse is revealed if the check passes
Diplomacy screen shows your current discovery chance
Taking over that faction's rackets further increases the discovery chance and checks (dynamic percentage based on faction rackets remaining)
Event fires on safehouse being discovered
Guards don't show up outside the safehouse until the safehouse is discovered by the player
Ensuring taking over safehouses correctly assigns lieutenants
Fixed issue with gangsters flagged as “away” being able to be assigned to a safehouse
Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Includes a Separate 2 Player Local Competitive/Versus Multiplayer Mode
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of achievements. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. If you do achieve the good ending on your first playthrough, the completion time is probably closer to six hours. As far as achievements are concerned, 100% completion is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Valfaris acts as a continuation of Slain - the developer's previous work - but it’s not necessary to play Slain first to understand the story of Valfaris. While Slain was mostly just a slightly above average action platformer, Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry.
Description Continued: There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. There are also some achievements that test your skills further, like finishing the game in two hours or beating the game with 10 or less deaths.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level.
Description Continued: There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. Bosses are dynamic and have a number of different phases to fight through. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the achievements give fun challenges to extend the life of the game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. You have to get all five endings and do some other miscellaneous stuff to get all achievements, but it has a relatively high completion rate.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. I only got 4 out of 21 of the achievements on my first playthrough. There are a number of different routes to take with the game.
10. Unbox: Newbie’s Adventure
Includes a Separate 4 Player Local Competitive/Versus Multiplayer Mode
Description: Unbox takes heavy inspiration from Banjo Kazooie and other collectathons of the fifth generation but has levels far larger than any Nintendo 64 platformer. Fortunately your customizable character can cover huge amounts of ground very quickly via the unbox mechanic, which is basically a super jump you can use up to six times before you need replenishment via item pickups or checkpoints. Both the jump and unbox mechanic are tied to the shoulder buttons, which takes some getting used to but is ultimately one I’m in favor of, as it allows for camera control without removing your thumb from the jump or unbox buttons. The high speeds you can travel make for some great exploration, but the game is still able to disable your ability to unbox by giving you a “fragile” item, allowing for more carefully considered platforming sections.
Description Continued: Each of the three major worlds have four major collectibles: 200 gold tape, 10 caged zippies, 18 stamps, and 1 super stamp rewarded upon defeating the boss of the world. There is also a hub world that has just 200 gold tape to collect. The 18 stamps are the jiggies or stars of the game, and they’re primarily what you’re after to advance the game. 9 of them are hidden across the world, while the other 9 are given by NPCs upon the completion of a task: Digi will ask you to take an item from point A to point B with some platforming in between, Dash will ask you to complete three races around different areas of the map, Superbox will ask you to destroy 20 enemies in X amount of time, etc. The other collectibles simply unlock more cosmetic options for your character.
Completion Time: ~7 Hours
Extra Content: The game only requires you collect 2/3 of the stamps to beat the game. If you want to collect all the stamps, zippies, and gold tape, this could more than double your playtime, as the worlds are massive and finding all the gold tape is a daunting task, though they do make a distinct noise when you are near them once you’ve collected half of them in a level. Your friendly companion Bounce will also give you visual clues on where to find whatever collectible you might be stuck on. I was able to find all the collectibles in the first world but three gold tape with next to no issues, though Bounce helped me with the remaining three. I really have to commend the developers for their inclusion of both audio cues and visual guides built within the game to guide you to collectibles – it makes collecting every last thing a lot less tedious. The high speeds of your character allow you great traversal of the world, which also helps with collecting everything. The achievements require you to collect everything. In addition to the single player campaign, there are quite a few local multiplayer modes for up to four players – these include Boxing, Collect, Thief, Oddbox, and Delivery. The developers go into more detail on each mode here.
Description: This is the sequel to the original 2D PC exclusive from 2017, with another 3D sequel currently in production. If you care at all for the story, it’s recommended you play or at least read about what happened in the first game. Spark 2 actually follows Fark, another jester. Spark 2 emulates many of the high speed moments found in 3D Sonic games, but brings a few ideas of its own. In particular, action is a bigger focus in this game, though platforming is still the priority. Enemies are easy enough to run past with a few exceptions for mini bosses at the end of some levels and the nine main bosses. In addition, enemies can also add to your score.
Description Continued: In addition to Fark’s expanded move-set in combat, he also has the ability to double jump, dash, and wall jump. The jumps give you a lot of air time, lending more leniency to the platforming, and the dash is great for building momentum. There’s quite a bit to explore in each level too – jumping off ramps in the middle of loopdeloops will sometimes result in you finding the game’s main collectible, floppy disks. Fark can also acquire four additional costumes found within the levels that offer some variation in abilities. The game offers five difficulties at the start, with it recommending the second easiest option, Normal, as the default way to play your first time through. Bosses on this difficulty are fairly easy provided you’re competent with timing when to use your shield, though I did lose once or two against a few of them.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy. The second one - Remothered: Broken Porcelain just released last month, but I've heard it's pretty buggy at the moment and not recommended in its current state.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. You’ll probably get most of the achievements – if not all, except the collectibles one - on your first playthrough.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's an achievement for completing New Game+ and some other fun achievements.
Description: SINNER is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting all achievement is extremely difficult.
Description: Warlock’s Tower’s puzzles are built around the movement of the player. There are numbers on the ground for the player to pick up – either 3 or 5 – and this gives the player a set number of steps before they die. Your goal in every level is to make it to an exit, and you’ll have to acquire the numbers in an order that gets you there. It is a bit easy in the beginning but eventually works up to be a challenge in the later levels as more elements are introduced: enemies, teleporters, conveyors, and even controlling two characters at once that share movement usage. The game has a very believable GameBoy aesthetic and sound effects to accompany it, and it works for this slower paced tile-based game.
Completion Time: ~6 Hours
Extra Content: This is published by Ratalaika Games, but surprisingly enough, you actually have to beat the game and find a few NPCs hidden in certain levels to get all achievements. There are optional levels in each world that don’t have any achievements attached to them, and this should add a few hours to the game.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I’ve played a ton of 2D platformers, and this is one of my favorites.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your achievement completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observational skills and take a little more digging to finish. Attaining all achievements is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Warlock’s Tower, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack. Have you played any of these games? What are some other overlooked single player indie games? See my post below for some upcoming indie games to look out for.
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