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Belichick To Tebow: ‘I’m Your Lord And Savior Now’
UnderTale combines classic RPG gameplay with a pacifist twist
UnderTale is a traditional role-playing game with one very big exception: Where most developers incorporate violence into gameplay, creator Toby Fox tries to work around it.
UnderTale takes place in a world where humans and monsters once coexisted peacefully. After war tore the two races apart, the monsters were sealed underground. The game begins shortly after a child tumbles through a great hole and into a monster-filled domain. Fox set out to make a title that relies on interaction and choice to tell a story. Now on Kickstarter, UnderTale is billed as a game "where no one has to get hurt."
The ability to take out enemies with an effortless click still exists but so do alternate options. Want to befriend a boss you've encountered? Try talking to him. Instead of attacking or fleeing, select the game's option for mercy, and spare your foes. Fox told Polygon that he's attempting to teach players something new.
"What's the point of killing something?"
"What's the point of killing something?" Fox said. "What kind of lesson is that giving players and kids that play the game? I think that we can develop more games that show that there are non-violent ways of dealing with conflicts and that teach people to be friendlier."
Fox is tired of the typical RPG battle formula of pressing a single button in different combinations. You attack. They attack. Someone dies. There's little variation in between, Fox said, aside from different graphics or elemental attacks.
"It's just feeding this idea that the most fun thing is to have your [stats] go up." Fox said. "I don't think concentrating on [stat] numbers or killing things is a plot excuse."

Battles in UnderTale have a distinct approach. When players chose to fight, they'll time their own attacks to a meter, and dodge enemy onslaughts in a brief, Galaga-style mini-game.
The game's battle system achieves a new level of depth through its interaction system. Fox wants players to think about what they're doing. He wants them to care.
When players engage with monsters by talking, complimenting or consoling them, enemies begin to reveal individual personalities. A skittish foe called Whimsun is "too sensitive" to fight and will flee from battle when you try to console it. Another ghostly boss is simply depressed and needs to hear a joke or two; once you've cheered it up, the boss will let you pass without trouble. Once you know your enemies, it's more difficult to attack them.
"It was my intention to make some people feel guilty, though I've been really surprised at the speed and extent of the guilt those players feel," Fox said. "I figured most people would happily kill monsters if it meant getting EXP rather than leaving them alone for no prize whatsoever. That hasn't been the case."
"To kill or not to kill is really not a choice for most people ... but just having the choice is important."
Guilty or not, Fox is still pleased to see the occasional player who chooses to take down enemies without batting an eye.
"To kill or not to kill is really not a choice for most people," Fox said. "It's predetermined by their personality. But just having the choice is important. Otherwise people would never feel guilty, and you should feel guilty. It was your fault, after all."
With a modest goal of $5,000, UnderTale's campaign achieved its funding target shortly after launch. Fox said he doesn't know how much the game will raise, but he will continue to extend its stretch goals as needed. His aim is not to create a massive game in need of hundreds of thousands of dollars but a short, tight experience. The game's demo, which is available via Kickstarter, accounts for about 25 percent of the game.
UnderTale ends funding on July 24. The game is currently being developed for Windows PC and Mac and will be released in summer 2014.
Designer creates a narrow house suspended between two sheets of fabric
firehose#tinyhousebros

Tanya Shukstelinsky's Cocoon project is a whimsical take on urban housing, imagining a world in which skinny dwellings are made from cleverly segregated sheets of fabric.
The OpenReflex Is A 100% 3D Printable Open Source SLR Camera
firehosevia Elena Bulygina
Maker Léo Marius was not satisfied with the state of 3D printed cameras. Sure, we've see a few pinholes printed here and there, but never a full operational camera.
This is why he set out to build an entire home printable camera - The OpenReflex (kinda like Defense Distributed home-printable gun, only way more legal).

Here is the project description (I am really liking this guy now)
Ace Attorney: Phoenix Wright Trilogy HD
firehosenow available for iOS
sharing because the review drops the objection theme in the middle of the article so I have to go to https://www.youtube.com/watch?v=eBmBYMOEjRg
Ladies and gentlemen of the court: Phoenix Wright is a goofy, spike-haired, blue-suited lawyerman who mostly has everyone drop dead around him. His first three adventures, Ace Attorney, Justice For All, and Trials and Tribulations mainly involve his various acquaintances dying from outlandish murders, occasionally reminiscent of the ways in which many Spinal Tap drummers have snuffed it. Phoenix is then usually called upon to defend the accused and Wright all Wrongs.
via Ace Attorney: Phoenix Wright Trilogy HD review • Reviews • iPhone • Eurogamer.net.
Brew kettles, Martinsbraeu microbrewery / restaurant, Freiburg...

Brew kettles, Martinsbraeu microbrewery / restaurant, Freiburg in Breisgau, Germany
Silicon Valley In 2013 Resembles Logan's Run In 2274
firehoseexcept instead of death, you just have to do something else with your life
Read more of this story at Slashdot.
Lervig 10th Anniversary
firehosevia saucie
monochrome <3
Designed by Daniel Brokstad | Country: Norway
“Lervig started their brewery back in 2003, and now as it’s their 10th anniversary they decided to make a limited edition beer as a celebration, only sold directly at the brewery. The design tells the story of how it started with key words that changed from where they started and where they are now through a typography solution, that falls in similar old style category as the design style of their previous beers. The four pack consisted of 2 of each 2003 and 2013 editions and a little surprise as you open it you’re welcomed with “Enjoy your lervig” written under the closing mechanism. The design was printed as silver on pure black to emphasise both the exclusivity of the limited edition beer and a suitable combination for their anniversary.”
3D printed bike shifter
firehosemeanwhile, in Seattle, going to Portland

[Rich] is embarking on a fairly long bike trip in a few weeks – Seattle to Portland – and thought including some 3D printed gear on his ride would be a fun endeavor. His first idea was a printed belt drive, but the more he looked at that idea the less realistic it seemed. He finally hit upon the idea of creating a 3D printed bike shifter, and after an afternoon of engineering and printing, the shifter ended up working very well.
[Rich]‘s shifter is actually a friction shifter. Instead of ‘clicking’ into position, this type moves the derailleur gradually. It’s much more tolerant of slight misalignment, and most touring bikes – the type that would embark on long journeys along the coast of the Pacific northwest – have these types of shifters.
Total printing time was about one and a half hours, and was attached to [Rich]‘s bike with off-the-shelf hardware. He’s already put about 150 miles on his custom designed shifter with no signs of failure.
Filed under: 3d Printer hacks, transportation hacks
The Sunday Papers
firehose"It’s like monetisation essays on F2P games are al the criticism of that area we need."
also, the story about Argonaut
By Jim Rossignol on July 7th, 2013 at 11:00 am.

Sundays: the enemy of man since time immemorial. They must be defeated. How can we do this? Only with a potent mixture of games and literature. With that weapon, and our tonic teas, we might live to see that next precious Monday.
- Ah, this is good, and kind of psychologically monstrous. F2P money-grabbing tricks categorised: “The technique involves giving the player some really huge reward, that makes them really happy, and then threatening to take it away if they do not spend. Research has shown that humans like getting rewards, but they hate losing what they already have much more than they value the same item as a reward. To be effective with this technique, you have to tell the player they have earned something, and then later tell them that they did not. The longer you allow the player to have the reward before you take it away, the more powerful is the effect.” It’s like monetisation essays on F2P games are al the criticism of that area we need.
- The end of Game Developer magazine, and some thoughts from its crew.
- How science has informed the latest game fictions: “Another hot topic was the concept of quantum superposition, the idea that particles can be in two places at once. Elizabeth and Booker can be said to be walking, talking quantum superpositions: The same two characters exist in this infinity of universes — in all their theoretically possible states — until you, an outside observer, play the game. Your act of observation is what’s “different” about the universe in which the game’s events take place, and it is implied that this is what ultimately decides their fates.”
- Mr Cobbett continues to catalogue the weird and the awful.
- “Flight” in games: “Jumping from a lofty height in Just Cause 2 is purposeless, only used to record a stat, but the exhilaration of falling with Rico, even from the comfort of a couch, is overwhelming. Sky-dancing with a helicopter makes it better. Because, why not? In film, to recreate a similar scenario is a controlled endeavour. Games permit the closest and most abstract interpretation of skydiving except for actually jumping from a plane. And, for the sadistic, how inhumanly the body contorts as a result.”
- Are MMOs being replaced? “DayZ and Minecraft came from nothing. They were creations of one brain in each case, built quickly and cheaply. They blossomed because they were new, risky and built on the creativity and participation of their players more so than their creators; although they weren’t blank slates, they weren’t staid, monolithic theme park MMOs trying to please everybody either. They had what came to be acknowledged as a tightly focused appeal, despite their many players and shared worlds, and that is now catching; Camelot Unchained, for example, is a Kickstarter MMO with a budget of $5 million and an unwavering focus on a niche audience that wants a hardcore PVP game. In some respects it’s risky and uncompromising, but it seems wise to the lessons learned by its most recent peers, which is exciting.”
- The Guardian’s Keith Stuart on “why all video game dystopias work the same way”: “Game designers could also look to the weird, transcendent Armageddons constructed by JG Ballard. In books like The Crystal World or the short story collection Vermillion Sands he envisages surreal new societies and beautiful, psychedelic threats to human existence. It’s not the right-wing fantasy of armed militia groups protecting their wagon circles. When I interviewed Jen Zee the lead artist on Supergiant Games’ brilliant RPG game, Bastion two years ago, she told me, “When I joined the team, Greg [Kasavin, creative director] told me that the story is post-apocalyptic, but that they also wanted to emphasise the fact that, in the face of destruction, there’s often beauty as well. That resounded with me, because I’ve had my share of grey and brown apocalyptic games. I wanted to introduce rainbows into the post-apocalypse! The rich and colourful style was informed by that.”"
- More The Last Of Us stuff from Leigh Alexander, who argues that if we are going to get linear toughguy apocalypse games, The Last Of Us is the least we should expect: “Restraint of all kinds is good for storytelling. There are virtually no onscreen UI elements. You will not be interrupted with trophy alerts about irrelevant bonuses to collect. The grim affirmation of life you undertake by choking your 25th assailant to death lest they notice you and hurt you is not accompanied by a clever little title for your feat. You are not likely to forget you are playing a video game, nor should you, probably, so it’s pleasant when a game doesn’t insist on constantly reminding you just when you’re starting to feel something. It’s often quiet, with music sparsely used only when it suits — there are no swelling violins to let you know when you ought to be on guard. You just are on guard. “
- Look, list features can be about opera in games.
- Eurogamer’s The Making Of Star Fox: “How Argonaut and Nintendo came to be partners is a remarkable story of technical wizardry and rule-breaking. When you’re a tiny team operating out of someone’s house, you don’t just waltz into the HQ of a multi-million dollar industry leader. It takes something special to get on the radar, and Argonaut got Nintendo’s attention in the most brazen way imaginable – it defeated the copyright protection mechanism on the popular Game Boy console. “They had the Nintendo logo drop down from the top of the screen, and when it hit the middle the boot loader would check to see if it was in the right place,” recounts Argonaut founder Jez San.”
- Modernity is almost in the future! Just a little bit more spacey, and we’re all set. But also: oh dear.
- Gunkajima is actually on Google Streetview.
Music this week is Solar Bears – Supermigration
scalesofperception: Windows cleaners by Various photos...






Windows cleaners by Various
photos via Edouard G,Tommy in Chengdu, horvath bence, jjkempjj, chooyutshing, ccbayer
There is something so great about the world of window cleaners. Scary but great.
SoP - Scale of Work
Closed Wal-Marts Become Libraries, Museums, Churches
firehosebut mostly churches
China's Last Gunslingers
firehose"The men of Biasha openly make, carry, and use guns, not to sustain themselves by hunting, but to sustain a cultural tradition. Today, Biasha's gunmen—marketed as China's last gunslingers—draw tourists to the town for shows that include dancing, traditional music, and hair cutting as well as the main event: displays of marksmanship."
People Can Be Tricked Into Eating Lots Of 'Healthy' Foods
game of hodor
firehosevia hodor
no new hodor just Get Hodor remixes and Games of Hodor covers
game of hodor
Brazilian referee beheaded by spectators after he fatally stabs player | Football | guardian.co.uk
What would Jesus drive? Pope tells priests to buy "humble" cars - Yahoo! News
firehose"just think about how many children are dying of hunger in the world" is the most Catholic answer
Jay-Z & Kanye West - Niggas In Paris vs. Utena fights Juri by VJ Jutenay Zenjou | YouTube Doubler | Mashup Helper
firehoseBall so hard, got a broken clock/Geometric law, a construct of ticking clocks
Recent Listeria Outbreak Linked To Cheese - Forbes
ABC News |
Recent Listeria Outbreak Linked To Cheese
Forbes One person has died and 4 others have been sickened in four states after an outbreak of Listeria was identified that was ultimately linked to cheese distributed by Crave Brothers Farmstead Cheese Company based in Waterloo, Wisconsin. On July 3rd, Crave ... Listeria outbreak linked to cheese; 1 dead, 4 sickenedCNN all 172 news articles » |
Full screen, volume up! This is SpaceX’s Grasshopper on...
firehosevia Tertiarymatt
Full screen, volume up! This is SpaceX’s Grasshopper on June 14, 2013, using its state of navigation capabilities to execute a precision hover and landing sequence:
Grasshopper is a 10-story Vertical Takeoff Vertical Landing (VTVL) vehicle designed to test the technologies needed to return a rocket back to Earth intact. While most rockets are designed to burn up on atmosphere reentry, SpaceX rockets are being designed not only to withstand reentry, but also to return to the launch pad for a vertical landing. The Grasshopper VTVL vehicle represents a critical step towards this goal.
According to SpaceX CEO Elon Musk, this highly-controllable, reusable rocket technology could significantly cut-costs in space travel.
Previously: Grasshopper’s December 2012 test launch from a camera *on* the rocket.
via Bad Astronomy.
@gguillotte >> @doctorlinguist: accidentally searched the Internet for "DC Comics superherpes"
firehoseattn: otters
Twitter / djempirical: Somebody make a gif of the awkward handshake ...
firehoseunrelated: http://i.qkme.me/357nvv.jpg
djempiricali feel like i remember seeing one of you #sharebros is a whiz at animated gifs. any help?
https://twitter.com/djempirical/status/353541009478656002?refsrc=reader2000dotcom
Brute force attack Xbox 360 parental controls

The Xbox 360 has the option of parental controls. It limits the rating of games which can be played on the system. [Oscar] didn’t really need to remove the lock-out. It was simply an interesting proof of concept for him. In the image above he’s holding up a Vinciduino board. It has an ATmega32u4 chip that can brute-force attack the Xbox 360 parental code (translated).
We’ve seen quite a few of these attacks lately. Like the recent iPad pin attack this uses the microcontroller to emulate a keyboard. As you can see in the video, [Oscar] first navigates the menu system to the unlock code screen, then plugs in his device.
The unlock screen calls for a four-digit numeric PIN. That’s a total of 10000 possible combinations. It looks pretty slow in the demo, but according to his calculations the worst case scenario would still break the code in less than seventeen hours. Apparently there’s no lock-out for the max number of wrong codes.
Filed under: security hacks, xbox hacks
Things We Saw Today: A Sherlock Bag To Help You Blend In
Dressing Like A Woman Made Dustin Hoffman Realize He’d Been Brainwashed [VIDEO]
Fledglings: 1942
firehosevia multitasksuicide
"After World War II, virtually all were sold as surplus for a few hundred dollars each."



















