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Showing results for tags 'yakuza 0'.
This past year was easily one of the worst in my entire life. Without even going into the hellscape that is the current political climate I was also forced to deal with many far more personal concerns that made sure my mental fortitude was being only kept intact by the narrowest string at times. Irrespective of the time or seasons that the hardships of life decided to unfurl before me, 2017 in gaming brightly illuminated even amongst the darkest moments of my life. If anything, it's one of the very few things that kept me sane with reasoning to look forward to each new day. Maybe that intro was a bit too much of a downer, but what I am trying to say is that if 2017 was not such a strong year for gaming I would very likely still be in a terrible mental state. People have been arguing that 2017 is on the level of being on the caliber of 1998 in gaming -- and I'd be inclined to agree with them for the most part. You may notice a recurring theme as my 2017 list goes on where I'm actually putting a bigger emphasis on storytelling than gameplay like I would normally in previous years. Because there is no shortage of excellent games with great gameplay in 2017, the ones that also hit an emotional focal point through either their storytelling or writing were more likely to click with me. Without further ado, here are my personal favorite games of 2017. 10) Super Mario Odyssey Super Mario Odyssey is probably the closest thing in my mind to 3D platforming perfection. Masterful controls, top-notch level design, a constant satisfying loop with collectibles, a dapper-looking Bowser, and even the catchy "Jump Up, Super Star!" theme is sung by none other than the seemingly long-forgotten Pauline. Perhaps the biggest criticism I could truly level against Mario Odyssey is that it simply did not stick in my memory quite as much as other games this year after the initial credits rolled despite how much I enjoyed playing it in the heat of the moment. 9) Nier Automata Like most Yoko Taro games I find myself strongly respecting but am also equally frustrated at what Nier Automata attempts to achieve. Part of that was the unfair expectation was thinking it'd be a Platinum game with a Nier touch. And let me tell ya, I LOVE Platinum character-action games (Bayonetta 2 <3). What I got, however, was a Nier game with a Platinum touch, which conceives of all of the bizarre, yet fascinating quirks of a Yoko Taro game without the shoe-string budget and generally terrible gameplay he was known to be saddled with back at Square-Enix (*cough* the entire Drakengard series *cough*). Because of this, I was fighting between conflicting emotions of it not quite grabbing me as the storytelling/cast of characters in the original Nier did, nor the gameplay of Platinum in their prime. But like any game by the eccentric director, it likes to play upon expectations over time. Everything from a Metal Gear Solid 2-styled mantle pass, phenomenal dynamic soundtrack, twisted storytelling, and a highly evocative ending sequence that could only be executed within the medium of video games made the whole experience better than the sum of its clunky parts for myself. 8) Final Fantasy XIV: Stormblood Final Fantasy XIV: A Realm Reborn continues to be far and away the best thing bearing the Final Fantasy name in nearly a decade. Unlike the prior expansion that is more noteworthy for its storytelling, Stormblood is generally more impressive for its dramatic gameplay overhaul (not to say the story isn't compelling in Stormblood, though). Apparently, all it took was the noble sacrifice of the PS3 version. In which case I'll just say: why didn't they just throw the PS3 version into the sun earlier? [says this as someone who played FFXIV on PS3 for nearly 2 years] While I hardly consider myself a hardcore player I was more than swept into the fires of war that is Stormblood for months. With a campaign that is better than most RPGs this year (I've played a lot of RPGs this year), it features exciting bosses, creative dungeons, an English story localization that nearly rivals the quality of FFXII, two incredibly fun new classes, and entirely revamped gameplay mechanics that also happened to give my precious Astrologian class lovely buffs to help bring the Ala Mhigan war effort that much closer to home. To justify my occasionally dangerous addiction that much further I even made some new friends in real life during the course of playing it as well. All of this was almost enough to make people like myself forget the nightmare that was the early access launch. Almost... 7) The Legend of Heroes: Trails in the Sky The 3rd I would've been perfectly okay if Trails in the Sky simply ended with the second entry. I mean, the extremely endearing Estelle Bright had her story arc pretty thoroughly resolved by the end of the Trails in the Sky SC after all. Still, despite initially coming off as a somewhat unnecessary fanservice game, Trails in the Sky: The 3rd tugged at my heartstrings in many surprising ways. I grew to greatly appreciate the distinctly different yet engrossing new lead cast members (Kevin especially) and radically changed-up gameplay structure present in The 3rd. It played the gamut of emotions from giving beloved supporting characters a stronger foundation/resolution, to also revealing deeply unsettling parts of ones you didn't know quite as well as you thought you did, all up until its tear-worthy conclusion that eventually wormed its way overall into being my favorite game in the would-be trilogy. 6) The Legend of Zelda: Breath of the Wild It's tempting to make the obvious play on the title like: "The newest Legend of Zelda was a breath of fresh air!" or something like that. But... that's just it. Breath of the Wild truly was a fresh contrast for not only the series becoming notoriously stagnant with its formulaic design but open world games at large. In a year where I dipped my toes into games such as Horizon: Zero Dawn or Assassin's Creed: Origins, I learned that I wasn't actually totally done with the entire open world subgenre, but rather ones that refused to challenge their gameplay norm. So, apparently, I was just bored of open world games not made by Nintendo, I guess. Breath of the Wild brought back a sense of genuine wonderment to not only the once decaying series but its homogenized modern open world contemporaries. It successfully evoked the sense of mystique during exploration and respected the player's own ability at discovering unorthodox solutions at nearly every turn we haven't seen since basically the very first Zelda game. I may not adore every facet of its design, such as weapon degradation, but I could not be more pleased with how Nintendo (of all companies) deliberately chose to be so fascinatingly different in a time where every other company tried to stay the course with open world games. 5) Night in the Woods It seems to me that Night in the Woods is highly likely to resonate with a very specific age demographic than others. As it turns out, I happen to be one of them within that age group. So I saw more than a bit of myself in Mae and her group of friends with their day to day troubles even if they were all animal... people... that stood on two feet. Shelving the existential animal question for now, both the writing and characters really struck a chord with me. The fact that I also happened to unintentionally play the game mostly concurrent with the late October themed narrative helped it be that much more immersive. Admittedly there are some elements that don't entirely ring with me in the game; predominately the weird psychedelic/supernatural elements that seep their way into what should've otherwise felt like a surprisingly grounded main narrative. But the moments where it felt so very human made me forgive such shortcomings the game had... even though they were technically animals. 4) Yakuza 0 Click here to read GP's official review The Yakuza series has always been one I liked much more conceptually than actually playing. Well, until Yakuza 0 that is. Turns out all they needed was a playable Majima!.. in a game that wasn't Yakuza Dead Souls. But seriously, I extolled the many virtues of Yakuza 0 through the course of my review. But the cliff notes version of my fondness for it had a lot to do with how expertly it balanced very serious, engaging storytelling and hilarious (though, occasionally heartwarming), as well as insanely abundant, side content complemented by the expert localization. Most impressive of all is that it is a prequel that retroactively makes all of its predecessors better by the reverence it pays to them as well as being the best game in the series. 3) Xenoblade Chronicles 2 There have been a lot of knee-jerk reactions towards Xenoblade Chronicles 2 in it simply existing. Some justified, some not. What I will say is that even though Xenoblade Chronicles 2 is likely the least cohesive game in the entire series, it is also far and away the one that I had the most fun actually playing. Xenoblade Chronicles 2 may not be the game that I myself and many others expected, but it was also one I did not know I wanted as much as I did. For as many technical rough spots and unnecessary anime fanservice/trope moments it presents at the forefront, I was also blown by just how much heart and depth it had buried beneath for both its gameplay systems and storytelling. It has been a while since I felt like a game so regularly went "And here's one more cool new thing!" via some gameplay mechanic or an exciting story beat. Couple it further with a masterful soundtrack, an impeccable world design, very rewarding battle system, and a surprisingly endearing main cast made my expansive journey and my absurd current playtime within more than worth it (...100+ hours). I am certainly looking forward to the additions to it via various updates in 2018, such as the added story content too. 2) Persona 5 As someone who would easily put Persona 3 & 4 high in the bracket of my all-time favorite video games, to say that I was hungry for Persona 5's eventual release would be a major understatement. Turns out that "Winter 2014" was much further away than anyone had imagined. So impatient was I to finally play it that I literally bought the game two times just because I could not wait an extra day for my limited edition to arrive via mail. Even though I was frothing at the mouth to finally play it I would say my expectations were actually pretty reasonable for what P5 actually ended up being. I wanted a game to NOT just feel like Persona 4 all over again by assuming a strong identity of its own and, of course, improve upon many enjoyable gameplay systems of prior entries. And it did just that. Actually, it did MUCH more than that. Persona 5 challenges much of the fundamental ideology of its two predecessors from the relationship dynamic between characters to the dark underpinnings of its storytelling, causing it to be rather divisive amongst fans on that front alone. It is also the most Shin Megami Tensei-y the series has felt since the original two Persona games (...technically, three.) with the return of demons, negotiation mechanics, and an oddly high default difficulty. On that pretense, I had a blast playing Persona 5. Its countless quality of life improvements to an already addictive RPG/school life formula, some insane late game narrative twists, jazzy soundtrack, and basically being the most stylish video game in existence (with people still swooning over its UI) more than solidified its place in my mind. It may not be my favorite Persona game (that honor goes to Persona 4 Golden), and I certainly have a criticism or two against specific story elements, but it didn't need to be for me to consider it an amazing RPG experience. 1) Utawarerumono: Mask of Truth Click here to read GP's official review Ever have that one game in which you adore but also can't really recommend it to anyone? Yet, at the same time, you also desperately want to talk to someone about how amazing it was? Yeah, that's kind of how it was for me while playing Utawarerumono: Mask of Truth. Unfortunately, most people will be unable to get past either its' odd gameplay hybrid of both visual novel/strategy-RPG OR the basically required-to-enjoy predecessor called Utawarerumono: Mask of Deception (released just four months prior), which is not nearly as good as Mask of Truth, and I can't really blame them. Much like Xenoblade Chronicles 2, there are also more than a few problematic "anime" fanservice elements that become a really tough aspect to ask most people to overlook. Again, can't easily recommend it to anyone... But, in a year where everyone is rooting for incredibly depressed robots trying to act like humans (Nier Automata) -- I and maybe like two other people were tested by the plight of the equally, if not possibly more so, emotionally scarred protagonists in the brilliant narrative conclusion to the Utawarerumono trilogy in Mask of Truth. Wrapping up so many story threads through amazing character development and riveting wartime storytelling, a deeply fascinating world/lore with a shockingly stellar localization to punctuate the experience, and perhaps an instance or two of salt flying into my eyes to trigger the waterworks did more than a number on me story-wise alone. Add all of this to my favorite subgenre of role-playing game (good ol' turn-based SRPGs!) and it somehow it snuck its way into my favorite of the year in such fierce competition. It is definitely a game most are unlikely to get around to appreciating, and again, I don't blame them in the slightest, though I know that I could not have been gladder to have played it as my Game of 2017.
utawarerumono: mask of truth
the legend of heroes: trails in the sky the third
final fantasy xiv: stormblood
2017 has been a huge year for games. I've never had so much trouble narrowing my list down to just ten, and even then it still feels like there were so many great games that I didn't even get a chance to play. On top of that, this year I've felt fortunate to find several games that have probably become some of my all-time favorites. With all that said, let's get started! 10. Destiny 2 Destiny 2 is a game that landed a spot on my list just because of how much fun I had with it. I never played the first Destiny because: a) I heard those voice clip compilations of Peter Dinklage as the Ghost; and I had kind of written it off as "not really my thing". I gave Destiny 2 a chance mostly because my friends were playing it, and I'm really glad that I did. The game blends elements of an MMO and an FPS in a way that feels pretty unique and captures a lot of the good aspects of both. I played the entire campaign co-op as a Warlock and it was a lot of fun, both because I enjoyed playing with other people, and because I enjoyed the way my class affected the gameplay. Also, the world feels alive in a special way, like how you can run into and join groups of players doing public events while chasing after a quest. And, as a small perk that feeds into my personal interests, there's great character customization and cool outfits. Another nice perk of Destiny 2 that I wasn't really expecting is that the world and lore are quite interesting, although I'm somewhat frustrated that you have to do some digging both in and outside the game to understand them. Additionally, the game had a cast of likable characters that added to the experience. Plus the world itself was beautiful and fun to be in. All things considered, Destiny 2 was a pleasant surprise for me which I enjoyed more than I expected to. 9. Yakuza Kiwami Click here to read GP's Official Review In an unexpected turn of events, there are not one but TWO Yakuza games on my list this year (more about this later). As such, it's kind of tough to write about Kiwami without comparing it to Yakuza 0 so if you want to skip ahead and read that one first I wouldn't blame you. While a lot of my newfound love for this series comes from it being unabashedly sentimental and ridiculous, Kiwami has something extra special: Haruka, AKA the light of my life. The relationship between Kiryu and Haruka is what really makes this game. It's just incredibly sweet to see Kiryu, a professional criminal hardened by ten years in jail, spending his first days of freedom looking after an orphaned little girl, helping her feed a puppy, and cheering for her at karaoke. Since Yakuza 0 is the only other Yakuza game I've played, I'm really looking forward to seeing Haruka grow up through the rest of the series. In addition to Kiryu being the world's best dad, Kiwami has so much good melodrama and ridiculous plot twists. I also really appreciate some of the new additions in the remake, like the extra cutscenes explaining what happened to Nishiki and the Majima Anywhere System (which is delightful, if sometimes a little annoying). Kiwami is great, but the reason this one ranked so much lower than Yakuza 0 is because of its relative lack of content. The sidequests felt pretty lackluster and the combat less complex than in 0, which is to be expected. But all things considered they did a nice job with the remake, and it feels natural to jump to it after starting with 0, especially since 0 provides additional context to better inform your understanding of Kiwami's characters and their relationships. 8. Rakuen Rakuen was a pleasant surprise that sort of snuck up on me this year. It's unique, visually beautiful, and -- as one might expect from Laura Shigihara after her work on To the Moon -- it has a fantastic soundtrack. Taking all that into account, I think the place where Rakuen shines the brightest is with its story and characters, and the way that it presents them to you. In the game, you play as a boy in a hospital, who is accompanied by his mother for most of the game. Through top-down adventure gameplay, you get to know the other residents of the hospital both through your interactions with them in the real world and a beautiful fantasy world which stands in stark contrast to the drab interior of the hospital. Rakuen also features no combat and largely no sense of immediate peril, which allows the player to focus on what the game wants to share through its characters. Rakuen deals with some heavy themes and is quite sad at times, but it handles them in a way that is heartfelt and thoughtful. And despite that sadness, there's a strong focus on the importance of being kind, gentle, and caring for others. All in all, Rakuen is an earnest and lovely experience, and I hope it doesn't get buried in the wave of releases this year. 7. Tacoma As a big fan of Gone Home, Tacoma was a game I was really anticipating this year. Although its basis is more or less the same as Gone Home - walk around an abandoned space and piece together the fragments of someone else's story - Tacoma manages to be an experience that feels unique and different. The scope of the story in Tacoma feels bigger, and it's not so much about the personal journey of one person, but about how people interact with each other. This is reflected not just in the writing, but also in the AR mechanic the player uses to uncover the story of the Tacoma crew. Rather than just uncovering a recording to experience once, the player must move through parts of a scene, rewinding and fast forwarding to capture everyone's role in the event. However, even with the focus on more people, the recordings feel intimate and personal. There's something special about getting to see how someone deals with a situation through multiple lenses, such as what they write home about, what they say to their loved ones, and what they do when they're alone. These sequences feel very intimate even though the player is only a passive observer of them, and it's refreshing to discover a story through the little details of how it impacts the people it's happening to. The scope feels bigger not only because it deals with a whole cast as opposed to just one person, but also because Tacoma tackles some interesting sociological issues, and does so in part by exploring their impact on the lives of individuals. While it maybe didn't impact me in the same way that Gone Home did, I still really enjoyed my time with Tacoma and its cast. 6. Pyre Supergiant Games is a developer that has carved out a pretty big space in my heart over the last couple years, so naturally I was pretty excited for their latest game. Even though I was a little wary of what looked like "sports" gameplay, they definitely didn't let me down. As I expected, I loved the art direction, music, characters, and worldbuilding of Pyre. I'm always impressed with the way that Supergiant crafts worlds that are interesting, fully fleshed out, and unique. Pyre is especially great in this respect in that it gives you the freedom to revisit the lore at any time, both by collecting it all in an easily accessible tome and allowing you to hover over names and terms in spoken dialogue to get a brief refresher on who or what they are. The world is only improved by the fact that it's populated with a lovely cast of characters who you get to know in all sorts of ways over the course of the game, including through the enjoyable banter between characters. In a slightly unexpected turn of events, I loved the gameplay of Pyre as well. To progress the story, the player must complete Rites which are sports-match-like challenges where you assemble a team of characters with a diverse set of skills to face off against another team. I got so into the Rites I was even doing the extra challenges and turning on difficulty modifiers, which is a bit out of character for me. Ultimately, the sports-like gameplay in Pyre wound up being just as unique and delightful as everything else. 5. The Legend of Zelda: Breath of the Wild When I found out Breath of the Wild was going to be an open world game, I was definitely a little worried. In recent years there's been a trend of tacking open worlds onto games that don't really benefit from them simply because "that's what the kids want these days". For me, open world games have all been feeling similar to each other, and the exploration they offer is starting to feel more and more like a chore. However, Breath of the Wild managed to buck this trend entirely. The way the world was done felt both unique and consistent with the Legend of Zelda series. It was carefully considered and meticulously designed, and just walking around the landscape was a joy and a goal in itself rather than a means to an end. It was beautiful and had such a strong sense of place that I often found myself avoiding key places and events just to keep wandering. It was really exciting to see the series that initially got me into video games take such a big step forward and succeed so well. And even though it was such a big change of pace for the series, it still felt familiar to me, and still had the elements of the series that I've come to know and love for the past twenty years. With all that said, I do still love the more guided, linear Zelda experience, and I hope that Nintendo continues to try new things with the series rather than stick exclusively to the open world approach they took with this one. 4. Yakuza 0 Click here to read GP's Official Review I've always been a bit skeptical of the Yakuza series, but after being introduced to the series with Yakuza 0 I'm a true believer. Who knew a game about beating up goons as a tough-as-nails Yakuza with a bunch of goofy mini-games would actually tell a sweet heartfelt story? The soft side of Yakuza 0 is the core reason why I loved it so much. I found Majima's half of the game in particular so touching that I even shed real grown-up tears about it in the epilogue. It was really refreshing to see a game that on the surface appears to be a punch fest steeped in absurd masculinity turn out to tell a story that's actually sweet and sentimental. Of course, the game still has plenty of absurdity, and that's the other big reason I love it. Yakuza 0 is absolutely ridiculous. Between the melodrama, outrageous fights and action sequences, and hilarious side quests and mini-games, the game is totally unafraid to be campy. In an era where it feels like there's a push for big-budget, story-focused games to be deadly serious to prove just how artistic they can be, this absurdity felt refreshing. I think there's a place for artistic seriousness, but I think there's also a place for recruiting a chicken to work at your real estate agency and breakdance fighting. And to be honest, if the karaoke sequences in Yakuza 0 don't prove video games are art than I don't know what does. My only complaint about the game is that the combat can be quite repetitive, especially towards the end of the game, which I've come to understand is an issue with the series in general. But all things considered, Yakuza 0 seems like a great jumping off point for those new to the series, as it's polished and fun and actually provides some pretty meaningful background for the first game. 3. Persona 5 Persona 5 was a shoo-in for my favorite game of 2017 just by virtue of it being the next entry in one of my favorite series, and the fact that I've waited for it for almost a decade. In a lot of ways it exceeded my expectations, but in some ways, it didn't. To start off with the good: the combat and dungeon crawling are hugely improved. The combat mechanics are streamlined and feel more fun and the randomly generated floors have been replaced with handcrafted dungeons, which eliminate the tedium that was still lingering in Persona 3 and 4. As far as aesthetic and style go it's absolutely fantastic, maybe my favorite in the series, and it has the most gorgeous UI ever. Additionally, it features my favorite premise and themes of any game in the series. Despite being my first Persona game since leaving teendom behind, the "screw you corrupt adults" theme still resonated with me. A game about bringing down corrupt teachers, businessmen, and politicians felt pretty darn topical this year. And while I utterly enjoyed myself playing Persona 5, and while the characters do have a special place in my heart, in several ways I think Persona 5 fumbled a bit with its writing, which is disappointing since that's a huge part of why I love the series so much. The story occasionally felt poorly paced and poorly crafted, some of the main characters got sidelined and didn't get the development they deserved for the sake of developing one-off throwaway villains, and the game seems to unwittingly contradict some of the points it's trying to make. Despite all my complaints, I still enjoyed the plot quite a bit, and I may hold the writing to an unfair standard given my opinion of the rest of the series. But for me, the Persona series really rides on its story and characters, and while they were great in Persona 5, they were not fantastic, which is ultimately what held it back from becoming my game of the year. 2. Night in the Woods When I played Night in the Woods, I quickly proclaimed it my game of the year, and although it was dethroned it's still very dear to me. It's a game I've been anticipating since it was Kickstarted and I was so grateful that it did not let me down. With Night in the Woods, in a way, I came for the aesthetic and stayed for the social commentary and its thoughts and questions about life. It's the only game that I've ever immediately played again after beating it once. Pretty much every part of the game resonated with me on a personal level, which I guess is no surprise since it's being called "Millennial Animals: the Game". The game and its themes are grounded in reality, nihilistic and sometimes tragic, but still hopeful. It takes on a lot of heavy, topical subjects, but in a way that feels realistic and avoids being pretentious. Not to mention it does so with some absolutely lovely writing that deftly weaves humor and seriousness in a way that feels unique but also authentic. All of this is conveyed through a wonderful cast of characters, all of whom are lovable, but not without their own faults and struggles. In addition to the main cast, Possum Springs is also full of side characters who you can talk to every day to string together meaningful little vignettes about their lives and the history of the town. And while I said I came for the aesthetic and stayed for the writing, the aesthetic is pretty killer too. Visually, the game is gorgeous. It feels like every screenshot could be printed and framed as its own work of art, and the soundtrack is fantastic, which makes exploring Possum Springs and finding all its secrets that much more enjoyable. 1. Nier: Automata In a turn of events that will not surprise a single person who's ever spoken to me, my game of the year is Nier: Automata. I've had tempered enthusiasm for Automata ever since it was announced. Nier Gestalt had some fantastic writing, world-building, and my favorite game soundtrack of all time, yet I found the gameplay a little lacking. When I found out Platinum was going to be working on Automata, I was pretty darn excited. When the game finally came out though, it exceeded all my expectations. Nier: Automata has some of the most fun action gameplay in recent memory. This, coupled with a beautiful open world that's fleshed out with meaningful sidequests make for a consistently great gameplay experience all the way through. I'm often compelled to turn the game back on just for the sake of being in that world again. Automata also has a fantastic score, a worthy follow-up to Gestalt (which I think still remains my favorite soundtrack of all time). However, where Automata really shines is in its writing -- in the profound questions it asks as well as the way in which it asks those questions and the way that it uses the medium of video games to lend to the story it wants to tell. I'm being deliberately vague because I'd hate to spoil this experience for anyone, and everyone should play Nier: Automata. I'd also like to give a special thank you here to all my dear friends who still speak to me after I've forced this game on them repeatedly all year. Nier: Automata is a profoundly sad game, but it's not without hope. I've never found myself so deeply moved by a game before and it is hard for me to remember the last time I loved a game this much. And so, naturally, it's my game of the year, and has certainly earned its place as one of my favorite games of all time.
rakuen
If nothing else, 2017 was an absolute bonanza when it came to quality games. No matter what kind of game you like or what platforms you own, chances are there were at least a few high-quality games that could tickle your fancy. Some years have made it difficult for me to pick out ten games in total that I felt would fit on my list, but in this case, the issue was all about trying to whittle down a long, long list of contenders. And this isn't even taking into account games I haven't had a chance to start yet, like Super Mario Odyssey. One can only wonder if 2018 will be able to keep up the pace. Honorable Mention: Xenoblade Chronicles 2 As of this writing, I'm less than halfway through Xenoblade Chronicles 2. It wouldn't be fair to put it in my top ten in that regard, but from what I've played, the game has many of the things I'd want from a proper sequel. Its world and themes evoke much of what made the first game special, while the presentation takes on its own stylistic approach with a more obviously anime-influenced aesthetic. The gameplay carries many of the same core principles, but with some new elements and streamlined returning features, which make it challenging but rewarding, and the story is building toward something that feels as rewarding as the original. Maybe I'll put the game on next year's Top 10 list when things are said and done, but for now, Xenoblade Chronicles 2 deserves at the very least an honorable mention. And now, on to my top ten games for 2017! 10. Kamiko The shortest and simplest game on my list, Kamiko probably wouldn't have caught my attention had it not been for a couple of factors. In particular, the game launched not long after the Switch went on sale, and it was one of the first indie games to appear in the console's eShop. It also didn't hurt that the game is priced at only five dollars. There are a lot of arguments about how game price and the breadth of content should or shouldn't be a point of comparison, but in Kamiko's case, the price is a perfect fit. A simple adventure with retro Zelda-style qualities, three playable characters, and a completion time of just a few hours, it's one of the best bargains on the Switch or any other platform to see a release this year. 9. Toukiden 2 For me, the time I spent with Koei Tecmo's Toukiden 2 were the most fun I've ever had in the monster-hunting genre. While the original game borrowed more of its design from the Monster Hunter series, the sequel exudes more confidence in going its own way, most notably with its expansive open world. The refinements made to the core hunting mechanics and other systems also help the game stand out as a title worthy of standing on its own, rather than being labeled as a simple clone of the games that obviously inspired it. 8. Splatoon 2 The sequel to one of the Wii U's few honest-to-squidness breakout hits, Splatoon 2 doesn't stray too far from what made the original game so good. But while the sequel in some ways feels like a slight upgrade or a minimal expansion, it still carries that fresh feeling. The mechanical improvements, additional modes, and continued free content updates have helped elevate what was a slim game at launch into a game that's remarkably better than the original in almost every way. 7. Hatsune Miku: Project Diva Future Tone Future Tone is easily the most content-rich and challenging release in the Project Diva series, and if you're a fan of Vocaloid music like I am, there's really no better game to get. With its massive track list comprised of songs taken from both the Project Diva and Project Mirai rhythm series spanning numerous artists and genres, Future Tone 's collection of classic songs featuring the Crypton Vocaloids is unparalleled. Also, any game that features Hatsune Miku is guaranteed to make me happy, if only because of her presence! 6. Fire Emblem Echoes: Shadows of Valentia Count me among the many that never saw this coming. When Nintendo announced a Fire Emblem-specific Nintendo Direct early this year, I, like most people, assumed that it would focus mostly on Fire Emblem Warriors and the previously announced mobile game, Fire Emblem Heroes. So color me surprised when the Direct began with, of all things, a trailer for a full remake of Fire Emblem Gaiden! Shadows of Valentia is both a complete modernization of Gaiden, as well as a love letter to everything that made the original so unique and sometimes unfairly maligned as a black sheep. It doubles down on its dungeon and town exploration, ignores the weapon triangle in combat, ties magic usages to unit health, and puts a premium on environmental cover. The new modern touches like Mila's Turnwheel, which allows the player to rewind time and take back actions and whole turns, just add to the fact that Shadows of Valentia isn't afraid to be different in a post-Awakening-and-Fates world. 5. Yakuza 0 Sega's cult hit Yakuza series took on new life in the west this year, and Yakuza 0 led the charge. With dual narratives featuring series protagonist Kazuma Kiryu and loveable lunatic Goro Majima in late 1980s Japan, the game still carries the series trademark melodramatic storytelling mixed with comically absurd asides. One minute, Kiryu is on the streets of Kamurocho, beating up thugs and staving off betrayals, and the next, he's at a bowling alley, having won a chicken that he intends to recruit as a real estate manager. And every second is glorious. 4. Warriors All-Stars As a fan of Koei Tecmo's Warriors games, I was blessed with more than one title that fit on my personal Top 10 for the year. It was honestly difficult determining how to rank them, but at Number 4, I'm placing Warriors All-Stars. As a successor to the Warriors Orochi series, All-Stars takes the crossover concept and runs with it, creating a game that celebrates the combined libraries of Koei, Tecmo, and Gust. Like I noted in my review earlier this year, it's not quite Super Smash Warriors, but it comes very close to fulfilling that idea. And there's just something special about wracking up thousands of K.O.s with an otome game protagonist. 3. Fire Emblem Warriors While Warriors All-Stars is a fun celebration of Koei Tecmo, Fire Emblem Warriors does for Fire Emblem what Hyrule Warriors did for The Legend of Zelda. And in many ways, Fire Emblem Warriors outdoes its predecessor in presentation, gameplay, and content. The Warriors format just seems like a more natural fit for Fire Emblem, and the game has been designed with the franchise's strategy RPG roots in mind. While it is a little disappointing that the roster is predominantly made up of Fates, Awakening, and Shadow Dragon characters, each of them are brought to life with an incredible touch of detail, remaining true to their personalities and bringing about a level of expressiveness in their combat styles that the core strategy titles couldn't bring across. 2. The Legend of Zelda: Breath of the Wild Breath of the Wild is largely what I've wanted from 3D Zelda games for a while now. In many ways, it feels like a modern reimagining of the very first NES game. The game allows the freedom to just go where I want to go, do what I want to do, and always feel rewarded in ways large and small for exploring off the beaten path. It contains qualities that beg for experimentation, whether that involve messing with the game's physics and chemistry systems to pull off ridiculous stunts, finding inventive ways to approach combat encounters, or more simply seeing how long I can survive making a bee-line for Hyrule Castle from the start of the game. (SPOILERS: I wouldn't get very far at all.) 1. Nier: Automata I cannot think of a game that has left an emotional impact on me as powerful as the one left by Nier: Automata. At once dismal and beautiful, hopeless and hopeful, bearing witness to the trials and tortures that the game's android protagonists live through in one playthrough after another, it's left me in tears of both anguished hurt and determined exultation. I wish I could point to any one moment that defines this experience for me, but I'm afraid to say anything in specifics out of fear of spoiling too much. All I can say in that regard is that if you play Nier: Automata (and you should!), you absolutely should not stop until you've achieved Endings A, B, C, D, and most importantly of all, E. Nier: Automata is hands down my favorite game of 2017, and the debate in my mind was never even close.
warriors all-stars
Review: Yakuza 0
Developer: Sega Publisher: Sega Platform: PS4 Release Date: January 24, 2017 ESRB: M for Mature As a certain character would put it: "The Yakuza game, it's not like boxing. The man who gets beat down isn't the loser. The guy who can't tough it out to the end, he's the loser." This statement somewhat describes the tenacity that overseas Yakuza fans have needed over the years. Years of getting their hopes pummeled out of them after many commercial failures and the business reality of localization simply being too high to justify bringing more Yakuza games over. Yet, slowly but surely, the series kept getting back up again and again due to fervent fandom. And bless them and Sega, really. Because English speakers are now fortunate enough to play what is secretly a quintessential Yakuza entry for series fans and at the same time a fantastic starting point for would-be newcomers through the newest release of Yakuza 0 on PS4. Once you truly step into the criminal underworld it becomes pretty much impossible to leave it. And in the case of Yakuza 0, you won't really want to. In a lot of ways Yakuza 0 is a blast from the past. Disco is not dead just yet, pagers are the main means of portable electronic communication, and money is anything but difficult to come by in 1988 Japan. More than just the times, however, the title does a wonderful job of showing the contrasts in familiar characters as well with their distinctly different younger selves. Kazama Kiryu, for example, is not exactly the well-natured man we've come to know in later entries. He's a fresh and upcoming Yakuza with a naive outlook of the criminal underground. Which, well, frankly gets him into the mess he quickly finds himself upon starting out when Kiryu is framed for the murder of a guy he beat up just hours before on shady loan shark's payroll. Now, Yakuza 0's main narrative is far more complicated than that, especially when the perspective of the other playable main character Majima Goro comes into play. What I will say though is that it is pretty much without a doubt the best, as well as the darkest, story in the series. It is truly impressive how much Yakuza 0 retroactively makes its source material significantly better because of how brilliantly it tells an independent story while also cleverly making plenty of throwbacks to its would-be "sequels". I really enjoyed seeing the character development that Majima in particular sees because of how radically different he is in latter entries. Those that get a kick out of crime-based thrillers should be more than pleased with the exciting storytelling present in Yakuza 0. The series is far more than a crime-based narrative, however. If anything, it's surprising that the storytelling is as noteworthy as it is when the main stay of the series has mostly been within its open-world design and fun beat 'em up gameplay, as with more recent entries. In terms of actual scale the two primary towns are hardly anywhere near as big as many would come to expect from somewhat excessively huge open-world games as of late like The Witcher 3. However, Yakuza 0 compensates for this through the absurd breadth of side activities you can partake in. It is not an overstatement at all to say there is pretty much something unique to do in every block in either towns of Kamurocho and Sotenbori. Money is hardly a subtle theme in Yakuza 0. Whether it be in the grim main story or when punching in the face of random street thugs in a goofy way and having cash quite visibly fly out of them it is pretty obvious about it. Cash, or rather yen, is the life blood of the game and it is a tangible means of progression in more ways than one. For example, Kiryu and Majima use yen on themselves to strengthen their battle prowess -- literally. Speaking of which, the beat 'em up styled combat is quite enjoyable in Yakuza 0. Although it isn't dramatically different from prior entries, it does rather notably change it up with new fighting styles. There are four different fighting styles for each protagonist which can be toggled between mid-battle by tapping the d-pad. For example, Kiryu's "Beast" style is more about crowd-control while ruthlessly swinging heavy objects in the environment and his "Rush" style is better suited for bobbing and weaving singular targets. Other than that, it follows the general beat 'em up rules of prior entries where characters try to accumulate "heat" gained from various means (like landing hits or taunting) to perform over-the-top and context specific actions. Grabbing a salt shaker on the ground and pouring it into some poor goon's eyes or smashing their head with a street sign is all fair game in Yakuza 0. The Yakuza series has always struck a weird balance between being very self-serious with its main storytelling to extremely hokey with lots of the side content. And boy is there a lot of side content. I spent fifty hours taking my time with the title only to have it tell me I only saw about 30% of it after beating the lengthy main story. Both protagonists have lots of optional activities that are specific to them when roaming between the two primary towns (even if Kiryu has a bit more). Sure, there exists some overlap, like how both can participate in sing/dance mini-games, or that they can both spend time at a local Sega arcade playing stuff like Outrun too, but an overwhelming majority of sidequests and their short story lines are not. Some sidequests are oddly heartwarming, like trying to help a mother get her daughter back from a dangerous religious cult, while many more are amusing in concept, like helping "Miracle Johnson" shoot what is basically a Thriller music video as zombies try and attack him. The great, and often witty localization helps sell the exposition regardless of context. Which certainly helps a lot for a game that can be as dialogue and cutscene-heavy as various RPGs at times. What is actually really impressive is how many seemingly self-contained sidequests also feed back into other content as well. After a certain point both leads get control of the own businesses, such as Kiryu with a real estate agency and Majima with a hostess cabaret, each with their own unique and surprisingly nuanced mini-games associated with them. So that rude old lady that cut in front of you to buy takoyaki could be a potential recruitable hostess for Majima's cabaret, or maybe even that chicken you got from bowling more than a few times in a sidequest may just be the perfect real estate manger for certain areas in Kiryu's real estate business. Did I mention that Yakuza 0 gets really weird at times? It is a massive game to say the least and dense with quirky charm. It is weird to reach the end of a game review and feel like one has only just begun describing the title. But that is just it. Yakuza 0 is terrific in the sheer variety of its overall strengths. To say it is the best entry in the series in both gameplay and storytelling honestly feels like it is selling it short. The storytelling is enthralling, gameplay is as crazy as it is fun (it is very, very crazy), and the worthwhile side content is massive to the point of being overwhelming. Without aimlessly rambling for much longer, the last thing that I will say is that if the Yakuza series has ever piqued your interests in the slightest there is literally no better starting point than the excellent PS4 title that is Yakuza 0. And for existing fans -- well, they should pride themselves while basking the richness that is playing the best game in the series. Pros + Thrilling and dark crime-based storytelling that is the best in the series + Phenomenal sense of atmosphere that almost feels tangible + Flashy, vicious combat system that differentiates the fighting styles of both playable leads quite well + Sidequests range wonderfully from being bizarrely touching to downright hilarious in their writing and execution, more so hilarious + To say there is so much worthwhile content to see and do is a severe understatement Cons - Combat gets repetitive over time outside of certain intense scripted story events - Exposition may be overwhelming at times for those not expecting it to be so verbose - Some backtracking problems Overall Score: 9 (out of 10) Fantastic Yakuza 0 is very much a stellar prequel through the lens of the future. But rather than excluding those without an established history, it embraces pretty much anybody with so much as a passing curiosity in the Yakuza series as what is essentially the perfect starting point for it in general. And, arguably, the current best game in the series as well. Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.


«It's a kind of magic» deals with those 95 percent of the world that humans, only perceive subconsciously, if at all. Within this Karen Eliot examines the realness of reality. They observe so-called unexplainable phenomenon, try out techniques that help the ability to perceive such phenomenon and ask the usual unanswerable questions.
They interviewed different people about unexplainable stories and semi profound knowledge and try to pin down the ever-dissolving reality to the ground of facts. During this process the statements and actions tangle up into a mess in which it becomes more and more difficult to orientate.


Beth is the Interim Director of the Strategic Marketing MSc. She is best known for pioneering sales education in higher education in the UK. Beth's MBA was from Cranfield and she has worked with the School since 1992 on a variety of research and teaching projects.


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est le  single en solo de Miki Fujimoto, sorti en 2008. C'est aussi un single homonyme de Takao Horiuchi sorti le même jour.

Présentation

Le single sort le  au Japon sous le label Rice Music, près d'un an après la démission de la chanteuse du groupe Morning Musume, et plus de cinq ans après son précédent single en solo : Boogie Train '03 . La chanteuse tente alors de reprendre sa carrière solo débutée en 2002 sous le label affilié hachama et stoppée un an plus tard pour intégrer le groupe ; mais elle ne sortira aucun autre disque en solo pendant les années suivantes.

Le single atteint la  du classement de l'Oricon. Il se vend à  exemplaires la première semaine et reste classé pendant 21 semaines, pour un total de  exemplaires vendus durant cette période. Il sortira également au format "Single V" (DVD) mais huit mois plus tard, le . La chanson-titre figurera sur la compilation de fin d'année du Hello! Project Petit Best 9.
Le chanteur Takao Horiuchi interprète sa propre version de la chanson sur un single homonyme sorti le même jour sur le même label, avec une "face B" différente, dans le but de créer une compétition officielle entre les deux disques des deux artistes.

Liste des titres (version de Fujimoto)

Liens externes

Version de Fujimoto
  Fiche officielle du single CD
  Fiche officielle du single V (DVD)
  Fiche du single CD sur le site du Hello! Project
  Fiche du single V sur le site du Hello! Project
  Fiche du single sur le site de l'Oricon

Version de Horiuchi
  Fiche officielle du single CD

Chanson interprétée par Hello! Project
Single musical sorti en 2008

redpajama_set_name: RedPajamaWikipedia


Over the past couple weeks I've been having trouble wrapping my head around the fact that in just over 3.5 months, Chris and I will be married for two years. That's over eleven years together! About a year and a half ago I wrote on my Facebook page about how I still giggle on the inside any time I see mail addressed to Mrs. Moss – and yes, I STILL feel those little butterflies when I see that mail waiting for me! Anyhow, as we draw a bit nearer to another year of marriage, I've begun reflecting back on our wedding and a few things I would change.
About a year before our wedding, I had the idea of grabbing a notebook and writing Chris a daily 'leading up to our wedding day' note, with the intention of giving it to him the morning of our wedding. It was a few months before our wedding when I realized that the procrastinator in me wasn't going to let that happen. At that point, I hadn't even bought the notebook! Instead, I decided that I would curl up on the couch the night before the wedding and write him up a little note.
The day before our wedding, we crammed 6 people (including the luggage for the ones who traveled from New Zealand) and totes full of weddings things into a mini van. It was quite the Tetris puzzle, which put us a few hours behind schedule (plus the time it took everyone to shower and pack). We finally arrived in Delaware somewhere around 10pm…with empty stomachs. By the time we found an open restaurant to curb our hangriness and got back to the hotel, it was late…and we still had to put our centerpieces together. Before we knew it was almost 3am! I was beat and definitely not thinking clearly enough to write Chris' letter.
Although it's not a horribly big deal that I didn't write him, as I tend to leave random notes around the house at times, I do definitely suggest that you each write a little note to each other to be read on the morning of your wedding day. These moments end up being some of the sweetest photos!
I'm not one for being the center of attention, so walking down the aisle as everyone watched me wasn't exactly my idea of fun. Chris tried telling me that everyone would be focusing just as much on him, but we all know that everyone gawks at the bride when she first enters the room. I was so nervous as I walked into the room, I found myself practically running towards the end of the aisle. This was such a HUGE mistake, as I missed out on a moment that I was really looking forward to – seeing Chris' reaction to my dress. Heck, I hustled so quickly, I don't even remember seeing him! Looking back, I really wish I would have blocked out everyone else and focused more on Chris as I made my way towards him. Girls, take your time as you strut your gorgeous self down the aisle – you want to remember this moment!


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Q: Can't preview LaTeX fragment in a non-file buffer I tried to setup my org-mode according to Bernt Hansen's wonderful documentation. But later I found I got problem with Org Capture as in Section 6. when I typed C-c c, an error message "Capture abort: (user-error Can't preview LaTeX fragment in a non-file buffer)" occured. After lots of search on the web I still can not solve it. I am wondering is here anyone can help me out? Thanks in advance!
Things I have tried:

*

*Test Latex preview in org file according to this. Both "dvipng" and "imagemagick" setup methods work fine, I can preview Latex formula in .org file.

*Use the method described here: http://orgmode.org/cgit.cgi/org-mode.git/commit/?id=168c5584f5a41c4c0890f4caa89fc11cff021c4e
I replace my "org-mode" package with the one in the link which is supposed to solve the problem, however, I still got the same error message.
Versions of some packages I am using:

*

*Emacs: GNU Emacs 24.4.1 (x86_64-apple-darwin13.4.0, NS apple-appkit-1265.21) of 2014-10-21 on builder10-9.porkrind.org

*AucTeX: 11.88.8

*org-mode: Org-mode version 8.3.1 (8.3.1-146-gfd8a18-elpa @ /Users/xiaok/.emacs.d/elpa/org-20150928/)

redpajama_set_name: RedPajamaStackExchange


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Brooklyn Bridge Rehabilitation
1 / 4 –Brooklyn Bridge Looking Toward Manhattan
2 / 4 –Brooklyn Bridge at Night
3 / 4 –Brooklyn Bridge Stone Tower
4 / 4 –Franklin Arch Over Pearl Street
The Brooklyn Bridge, one of New York City's most recognized landmarks. The bridge is part of the program which the client initiated some years ago to rebuild all of the East River crossings in order bring them up to modern standards. Skanska Koch has worked on all of the structures including the Manhattan and Williamsburg Bridges as well as the Triborough Bridge. The contract requires the reconstruction of the approaches and ramps in both Manhattan and Brooklyn. The project also includes replacement of approximately 600 bridge bearings and repainting of the entire structure. The lead based paint will be removed and handled in an environmentally-correct manner approved by the client and will be replaced by an environmentally compliant paint. During night time and weekend closures the project team will remove and replace sections of the roadway and restore the ramps to traffic. Work is being performed on the approaches from both Manhattan, primarily from FDR Drive, and Brooklyn. The bridge itself has three lanes for traffic in each direction, while the ramps have one or two lanes. There is also a bike and pedestrian path. Since the Brooklyn Bridge is a historic structure special measures are being taken to preserve some of its original elements. Previously, Skanska Koch undertook an emergency contract to install the steel arch supports over Pearl Street in Franklin Square. This work was completed in 2000 to support the old structure. The Brooklyn Bridge was originally designed to carry horse and buggies and trolley cars. It is presently graded for car traffic only, not trucks. Although reinforcements have been added to strengthen it, it is still the only bridge in New York City on which trucks are not allowed. The last truck crossed the bridge in 1922.
Michael Iacovella
Vice President, Head of Communications Skanska USC
Skanska USA Inc.
Email Michael Iacovella
Market segment: Bridges
Clients: New York City Department of Transportation

redpajama_set_name: RedPajamaCommonCrawl


GP Flooring Solutions underwent a company name change, and as a result required a logo and brand development refresh. Identity and marketing materials at the time of the company's transition were disconnected in terms of both brand development and in graphic standards. True Creative established a new brand development system including a logo refresh, photography style, primary and secondary color palette, and overall graphic and typographic standard. This new brand has since been adapted to environmental designs, print materials, corporate collateral, trade show displays, and the website redesign.
Client requested maize and gold primary system and a bright, energetic secondary color palette system.
The logo design refresh process was initiated by direct client request for specific font styles, colors, and the overall shape. A component of the new graphic standards included guidelines for use of shapes in design materials as inspired by the square shape of the final logo.


text:
Q: Can I disable the update notification of VsCode? VsCode nags me everytime there's an update, i.e. every month or so.
Installing the update is a bit complicated (go to Website, download Deb, open terminal, sudo dpkg etc.) so I would like VsCode to not bother me with this update bar.
Is it possible?
I couldn't find a setting that allows to hide this bar..

A: Add this to settings.json:
"update.mode": "none",


text:
Peeter Joot's Blog
[Series intro] An introduction to geometric algebra.
July 25, 2020 Geometric Algebra for Electrical Engineers bases, change of basis, complex numbers, coordinates, dot product, dot product space, Euclidean spaces, Geometric Algebra, linear transformation, matrices, metric, multivector space, non-Euclidean spaces, real numbers, vector product, vector representations, vector space, vectors
What's in the pipe.
It's been a while since I did any math or physics writing. This is the first post in a series where I plan to work my way systematically from an introduction of vectors, to the axioms of geometric algebra. I plan to start with an introduction of vectors as directed "arrows", building on that to discuss coordinates, tuples, and column matrix representations, and representation independent ideas. With those basics established, I'll remind the reader about how generalized vector and dot product spaces are defined and give some examples. Finally, with the foundation of vectors and vector spaces in place, I'll introduce the concept of a multivector space, and the geometric product, and start unpacking the implications of the axioms that follow naturally from this train of thought.
The applications that I plan to include in this series will be restricted to Euclidean spaces (i.e. where length is given by the Pythagorean law), primarily those of 2 and 3 dimensions. However, it will be good to also lay the foundations for the non-Euclidean spaces that we encounter in relativistic electromagnetism (there is actually no other kind), and in computer graphics applications of geometric algebra, especially since we can do so nearly for free. I plan to try to introduce the requisite ideas (i.e. the metric, which allows for a generalized dot product) by discussing Euclidean non-orthonormal bases. Such bases have applications in condensed matter physics where there are useful for modelling crystal and lattice structure, and provide a hands conceptual bridge to a set of ideas that might otherwise seem abstract and without "real world" application.
Motivation.
Many introductions to geometric algebra start by first introducing the dot product, then bivectors and the wedge product, and eventually define the product of two vectors as the synthetic sum of the dot and wedge
\begin{equation}\label{eqn:multivector:20}
\Bx \By = \Bx \cdot \By + \Bx \wedge \By.
\end{equation}
It takes a fair amount of work to do this well. In the seminal work [4] a few pages are taken for each of the dot and wedge products, showing the similarities and building up ideas, before introducing the geometric product in this fashion. In [2] the authors take a phenomenal five chapters to build up the context required to introduce the geometric product. I am not disparaging the authors for taking that long to build up the ideas, as their introduction of the subject is exceedingly clear and thorough, and they do a lot more than the minumum required to define the geometric product.
The strategy to introduce the geometric product as a sum of dot and wedge can result in considerable confusion, especially since the wedge product is often defined in terms of the geometric product
\Bx \wedge \By =
\inv{2} \lr{
\Bx \By – \By \Bx
}.
The whole subject can appear like a chicken and egg problem. I personally found the subject very confusing initially, and had considerable difficulty understanding which of the many identities of geometric algebra were the most fundamental. For this reason, I found the axiomatic approach of [1] very refreshing. The cavaet with that work is that is is exceptionally terse, as they jammed a reformulation of most of physics using geometric algebra into that single book, and it would have been thousands of pages had they tried to make it readable by mere mortals.
When I wrote my own book on geometric algebra, I had the intuition that the way to introduce the subject ought to be like the vector space in abstract linear algebra. The construct of a vector space is a curious and indirect way to define a vector. Vectors are not defined as entities, but simply as members of a vector space, a space that is required to have a set of properties. I thought that the same approach would probably work with multivectors, which could be defined as members of a multivector space, a mathematical construction with a set of properties.
I did try this approach, but was not fully satisfied with what I wrote. I think that dissatisfaction was because I tried to define the multivector first. To define the multivector, I first introduced a whole set of prerequisite ideas (bivector, trivector, blade, k-vector, vector product, …), but that was also problematic, since the vector multiplication idea required for those concepts wasn't fully defined until the multivector space itself was defined.
My approach shows some mathematical cowardness. Had I taken the approach of the vector space fully to heart, the multivector could have been defined as a member of a multivector space, and all the other ideas follow from that. In this multi-part series, I'm going to play with this approach anew, and see how it works out. If it does work, I'll see if I can incorporate this approach into a new version of my book.
Review and background.
In this series, I'm going to assume a reader interested in geometric algebra, is probably also familiar with a wide variety of concepts, including but not limited to
vectors,
coordinates,
matrices,
basis,
change of basis,
dot product,
real and complex numbers,
rotations and translations,
vector spaces, and
linear transformations.
Despite those assumptions, as mentioned above, I'm going to attempt to build up the basics of vector representation and vector spaces in a systematic fashion, starting from a very elementary level.
My reasons for doing so are mainly to explore the logical sequencing of the ideas required. I've always found well crafted pedagogical sequences rewarding, and will hopefully construct one here that is appreciated by anybody who chooses to follow along.
Next time.
As preparation for the next article in this series, the reader is asked to watch a short lesson from Vector, not so supervillain extraordinaire (Despicable Me).
[1] C. Doran and A.N. Lasenby. Geometric algebra for physicists. Cambridge University Press New York, Cambridge, UK, 1st edition, 2003.
[2] L. Dorst, D. Fontijne, and S. Mann. Geometric Algebra for Computer Science. Morgan Kaufmann, San Francisco, 2007.
[4] D. Hestenes. New Foundations for Classical Mechanics. Kluwer Academic Publishers, 1999.
dan northem 6 months ago Reply
Looking forward to this, maybe it'll give me motivation to sit and go thru the material.
K Latendresse 6 months ago Reply
I am also looking forward to it. You have a background exhibiting a unique combination of, among other things, engineering and computers. I know that you came up with your own implementation of doing computer algebra (like solving and simplification) with geometric algebraic entities. I know there are others. I have a request for consideration: Could you please include comments on where the difficulty lies with conceiving such an implementation and which major choices must be made along the way? I have hopes of toying with an FPGA (hardware) implementation. I receive your work as a true work of charity. Thanks!
Peeter Joot's Blog » [Part 1. Arrow representation of vectors] An introduction to geometric algebra. 6 months ago
Geometric Algebra for Electrical Engineers.
Relativistic Electrodynamics
Classical Optics
Modeling of Multiphysics Systems
Antenna Theory
Quantum Field Theory
Physicsplay Git
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C/C++ development and debugging. (39)
clang/llvm (4)
Geometric Algebra for Electrical Engineers (8)
Home renos (12)
Incoherent ramblings (96)
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math and physics play (298)
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perl and general scripting hackery (7)
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Unpacking the fundamental theorem of multivector calculus in two dimensions
Switching from screen to tmux
Raccoons vs. Cake: "Oh, come on kids, …, it's still good!"
Some experiments in youtube mathematics videos
New version of classical mechanics notes
angular momentum bivector boost bra c++11 COBOL commutator cross product curl divergence dot product dual ece1228 ece1229 ece1254 electric field expectation Geometric Algebra grade selection gradient Green's function Hamiltonian Harmonic oscillator ket Laplacian lowering operator magnetic field Mathematica Maxwell's equation Maxwell's equations multivector phasor plane wave position operator pseudoscalar Quantum Mechanics raising operator rotation spacetime gradient STA Stokes' theorem time evolution vector vector potential wedge product
© Peeter Joot's Blog


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Some Pokemon GO bans are being lifted
Check out this new card for the magic Battle for Zendikar expansion
Top 5 Spooky Pokemon to help you celebrate Halloween
Far Cry Primal review
Game Cafe Ep. 20 (Part 1): Nintendo
DC's Suicide Squad joins Injustice: Gods Among Us mobile
Mike Nitroy
The mobile version of Injustice: Gods Among Us is getting some timely new characters thanks to the recent release of DC's Suicide Squad.
In what the developer calls the biggest update the game has seen in over a year, famous villains from Suicide Squad will not only bring new characters to the game, but also new skins, in-game rewards, and events to the mobile version, as well as updated challenge, multiplayer and survivor modes. Players can now earn Suicide Squad themed rewards, including new companion cards, from these modes.
For the first time, Deadshot, portrayed by actor Will Smith in the film and who is often seen as the leader of the Suicide Squad in the comics, will join the game for the first time. While characters Harley Quinn and The Joker already appear in the game, they will both be getting new skins for the characters that are identical to how they appear in the new movie.
All of the new content can be accessed by earning it through in-game rewards, received from random draws from purchased booster packs, or special early access bundles that can be purchased for $19.99.
The new Suicide Squad content is available now for Injustice: Gods Among Us on iOS and Android.
Injusticemobilesuicide squad
Mike hails from the great land of Pennsylvania, but he isn't Amish and he hasn't met Taylor Swift. Add him on PSN at mickjag08 or follow his antics on Twitter @mnitroy.


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Issue Antenatal care Antenatal corticosteroids Breastfeeding and feeding of small and sick newborns Care of small and sick newborns Childbirth care Chlorhexidine for umbilical cord care Community engagement Complications during childbirth Coronavirus: Health system overload threatens pregnant women and newborns COVID-19 Digital Health Epidemiology Equity Essential newborn care Every Newborn Every Woman Every Child First-time parents Global Financing Facility Human resources for health Kangaroo Mother Care Midwifery Monitoring & evaluation Mortality audit Neonatal Resuscitation Newborn Health in Emergencies Pneumonia Postnatal care Preterm birth complications Prevention of mother-to-child transmission of HIV (PMTCT) Quality improvement Reproductive health & family planning Respectful care Saving Newborn Lives Legacy Scale-up Severe infections Stillbirths The Network for Improving Quality of Care for Maternal, Newborn and Child Health Treatment of possible severe bacterial infection (PSBI) Umbilical cord care Zika virus disease
Home > Blog > Coronavirus: Health system overload threatens pregnant women and newborns
Coronavirus: Health system overload threatens pregnant women and newborns
This article was originally published by the UN News
The UN Children's Fund (UNICEF) estimates that 116 million babies have been born since the onset of the COVID-19 pandemic, and on Thursday called for governments to maintain lifesaving services for pregnant women and newborns that are under increasing threat from strained health services and supply chains.
New mothers and their babies are facing systems in crisis, including overwhelmed health centres; supply and equipment shortages; and a lack of skilled birth attendants, including midwives.
"Millions of mothers all over the world embarked on a journey of parenthood in the world as it was", said Henrietta Fore, UNICEF Executive Director.
"They now must prepare to bring a life into the world, as it has become – a world where expecting mothers are afraid to go to health centres for fear of getting infected, or missing out on emergency care due to strained health services and lockdowns".
Ahead of Mother's Day, recognized in May across more than 128 countries, the UNICEF chief warned: "This is a particularly poignant Mother's Day, as many families have been forced apart during the coronavirus pandemic…It is hard to imagine how much the pandemic has recast motherhood".
Country ranked birthrates
In the nine months span dating from when COVID-19 was declared a pandemic, the countries with the highest numbers of forecast births are expected to be India (20.1 million), China (13.5 million), Nigeria (6.4 million), Pakistan (5 million) and Indonesia (4 million). Most of these nations had high neonatal mortality rates even before the global health crisis.
And wealthier countries are also being seriously impacted, as trust and supplies run low. The sixth highest country for expected births, the United States, is projected to see in excess of 3.3 million babies born between 11 March and 16 December.
In New York City, authorities are looking into alternative birthing centres as many women are worried about delivering their babies in hospitals, due to the risk of infection.
UNICEF warns that although evidence suggests that pregnant mothers are not at greater risk of serious illness due to COVID-19 than other groups, countries still need to ensure they have access to antenatal, delivery and postnatal services.
Likewise, sick newborns need emergency services and new mothers require breastfeeding support, as well as medicines, vaccines and nutrition to keep their babies healthy.
While it is not yet known whether the coronavirus can be transmitted from a mother to her unborn baby, UNICEF recommends that all pregnant women protect themselves from the virus, closely monitor themselves for COVID-19 indications and seek medical advice if they have concerns or experience symptoms.
They are advised to also practice physical distancing, use online health services and seek early medical care if they live in at-risk areas and have fever, cough or difficulty breathing.
And they should speak to their midwife or doctor about the safest place to give birth along with making a birth plan to reduce anxiety.
UNICEF appeal to Governments and healthcare providers
Help pregnant women receive antenatal checkups, skilled delivery care, postnatal care and COVID-19 services, if needed.
Provide health workers attending to pregnant women and newborns, with personal protective equipment (PPE), priority testing and a COVID-19 vaccination when available.
Ensure infection prevention and control measures in health facilities are in place during and after childbirth.
Enable health care workers conduct home visits for pregnant women and new mothers and use mobile health strategies for teleconsultations.
Train, protect and equip health workers with clean birth kits for home deliveries where health facilities are closed.
Allocate resources to lifesaving services and supplies for maternal and child health.
UNICEF urges continued breastfeeding, even if a mother is infected or suspects she is, as the virus has not been found present in samples of breastmilk taken for analysis.
Mothers with COVID-19 should wear a mask when feeding their baby, wash hands before and after touching the child, routinely clean and disinfect surfaces and continue to hold their newborn.
They should continue medical support, including routine immunizations, after the baby is born.
Ms. Fore said we are living in "a time for unity, a time to bring everyone together in solidarity".
"We can help save lives by making sure that every pregnant mother receives the support she needs to give birth safely in the months to come", concluded the UNICEF chief.
Childbirth care


GFC (Global Furniture Components), UAB. is a specialist supplier of various components for manufacturing of multi-functional upholstery furniture.
Company was founded in 2015 by USA based furniture industry veteran Raffel Systems LLC and its European partners.
For over 40 years, Raffel Systems and its predecessors have been partnering with most successful manufacturers in Asia and North America to develop comfort systems, motion technology and control devices for a variety of applications. Today GFC is bringing these innovative solutions to European furniture producers.
GFC (Global Furniture Components), UAB. serves its customers from a 1500 square meter warehouse located in Siauliai, Lithuania where company is currently headquartered. Company also operates a sales network of independent agents and international distributors in Czech Republic & Slovakia, United Kingdom and Russia.
Non-European customers are serviced by GFC (Global Furniture Components), Ltd. a Hong Kong, China subsidiary.
Our core product lines include various recliner mechanisms, sleeper mechanisms, adjustable headrest mechanisms, multifunctional hinges, heat and massage systems, USB charging ports, home cinema accessories, power cupholders, linear actuators, wired & wireless controls and other industry-specific products. Many of the functions and components are designed internally by GFC in Europe and then OEM manufactured in Asia according to company specifications.
GFC also assembles Styling – Industries sleeping mechanisms with Exclusive rights to distribute Italian made products in the Baltic States (Lithuania, Latvia, Estonia), Belarus & Kaliningrad enclave.
In 2018 GFC added Innotec-Motion recliner systems to its distribution portfolio. German engineered products are offered by GFC Exclusively thru ought Scandinavia, Baltic States, Russia, Belarus, Ukraine and part of Poland.
Smartrest metal products and mechanisms for manufacturing range of medical and residential beds is the most recent addition to GFC product offering. The two companies signed distribution agreement for Scandinavia and Baltic States in March of 2019.
From extensive experience and knowledge of motion mechanism systems and furniture related electronics, you will find our management team can offer complete solutions that give your business a competitive advantage, while keeping you on the leading edge of innovation.


This is a must read article about basic baking guide for beginners. This will help any aspiring bakers to be successful in the field baking.
Cake baking is seems to be an intimidating process for beginners but it is not a difficult job. It only gets complicated when you don't have any ideas about what you are doing. If you are among those people who need help with their baking skills, then some guidelines are mentioned below that will surely help you in baking all kinds of delicious food.
Read thoroughly the cake baking recipe before starting. This is very important because it will let you know that all ingredients are available that you will need later.
Check expiry date of the products you are using. It is important in order to avoid any disaster. Surely, you will never want to cook food that is spoiled in taste and health just because of bad ingredients'.
Before starting to bake always preheat the oven using oven thermometer. The range of this preheating is twenty-five degrees coolers to twenty-five degrees warmer.
Always make sure to obtain the optimum temperature for your recipe. Optimum temperature is the key to bake well.
Always follow the instructions about adjusting racks of oven and preparation of baking sheets.
Use ingredients' in an appropriate quantity.
Use a right baking pan because without this, your efforts will be useless.
Flour is an important thing when you are baking something. There are different types of flour used for baking different things. For example, wheat flour and cake flour etc. Store it in air tight containers in order to keep it safe and healthy.
Keep this thing in mind that baking soda and baking powder are two different things and are not interchangeable. Baking powder is the combination of acid and baking soda while baking soda is just sodium bicarbonate.
Handling chocolate in cake baking and other products is a very difficult task. First of all, there is a need to understand different types of chocolates.
While baking, different types of ingredients are added in chocolate in order to make it bitter sweet, dark and semi sweet.
Chocolate burns very easily, so always try to melt it on low temperature and keep an eye on it constantly.
All the above mentioned baking tips will help you in improving your cake baking skills. Although, all these baking techniques are important but practice will make you perfect in baking delicious food items, for your friends and family members.


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India All India 06 Aug 2019 Rains flood many areas in Maharashtra's Kolhapur; 10,000 evacuated
Rains flood many areas in Maharashtra's Kolhapur; 10,000 evacuated
Published : Aug 6, 2019, 2:55 pm IST
Updated : Aug 6, 2019, 2:55 pm IST
Kolhapur has been witnessing 'unprecedented' rains, causing a flood-like situation in several tehsils, he said.
Low-lying areas in Maharashtra's Kolhapur district were flooded this morning following incessant rains, forcing around 10,000 people to leave their homes and shift to safer places, a senior official said. (Representational Image)
Pune: Low-lying areas in Maharashtra's Kolhapur district were flooded this morning following incessant rains, forcing around 10,000 people to leave their homes and shift to safer places, a senior official said.
"The national highway between south Kolhapur and Belgaum in Karnataka was shut for vehicular traffic due to water-logging in the area," senior police officer in Kolhapur Abhinav Deshmukh told PTI.
"On Monday, we closed one side of the national highway. However, as rains increased, we had to shut the entire national highway in the early hours of Tuesday," he said.
Kolhapur has been witnessing "unprecedented" rains, causing a flood-like situation in several tehsils, he said.
"On Monday, we shifted more than 4,500 people from low-lying areas, and today, over 6,000 people have been evacuated from several villages," Deshmukh said.
Teams of the National Disaster Response Force (NDRF), fire brigade, local administration and police have been roped in for help as some rivers in the district are flowing above the danger mark, he said.
"An Army column (comprising around 60 personnel) has been summoned from Pune. They are likely to join the rescue operation in the district soon," the official said.
Due to incessant rains in western Maharashtra, the district administrations of Pune, Satara, Kolhapur and Sangli declared a holiday for schools and colleges on Tuesday, sources said.
Tags: floods, maharashtra, kolhapur, ndrf
Location: India, Maharashtra, Pune


The Common Core State Standards were marketed as serving to "close the achievement gap". That did not happen.
The designers and promoters of the Common Core determined that standardized test scores would be the measure of achievement. By that limited measure of achievement, the achievement gap increased. As Results Are in: Common Core Fails Tests and Kids shows, NAEP scores of students whose education was focused exclusively on the Common Core curriculum decreased while NAEP scores for students in affluent suburbs whose education is not limited to test prep for standardized tests increased.
Fairfield University Professor and Network for Public Education Board member Yohuru Williams argues these tests, which are manifestly unfair to the neediest children, feed into racial determinism in American society while closing doors of opportunity for Black and Latino children.
More important than standardized test scores, the quality of the education that students who are educated with a Common Core curriculum have is vastly inferior to the education that other students in affluent suburbs and independent, private schools have. The Common Core curriculum does harm to children in their early years in school because it limits their development as thinkers and learners. Similarly, The English Common Core inhibits thoughtful reading, effective writing, and critical thinking.
The true achievement gap of being productive, analytical, competent citizens and workers is increasing. That is the injustice. That is the real harm that the Common Core curriculum is doing to children of color and children of poverty. Shame on us.


All Hail Barack Obama Oboner*!!!
Because the whole world got a hard-on watching him in Afghanistan yesterday, even the haters. How can you not be in awe of this man? (Especially after what we've had to deal with for the last eight years.) Enjoy this video—free of journalist commentary—of yesterday's tour.
That awesome three-pointer is just icing on an already perfect chocolate cake.
*They called him "Oboner" on The Daily Show last night. Ain't that the truth!!!
← Have A "Magic" Weekend!!!
>He's doing America proud right now. Represent, homie!!
>He gave me a hard on and I'm not even a man!
>Soul brother #1 will show us how to make peace in the middle east.
>Yesterday on the show Hardball when they were showing all the black soldiers around Obama, dumbass Chris Matthews said he didn't realize there were so many black people in the military. Who does he think fights these senseless wars, rich white folks? They avoid service any way they can. It's the poor of this country, minorities, and those who see the military as an opportunity to make some steady money, see the world, and maybe have a college education be paid for after they get out.
>He'll be the coolest president in history.


The API-based integration between the companies streamlines the process of making medical bookings with healthcare providers.
Solumed integrates its healthcare practice management software with RecoMed's online booking platform.
RecoMed's online patient appointment booking platform can now be accessed through Healthbridge's myMPS clinical and billing practice management solution.
This lets Discovery patients quickly book appointments online with a diverse group of healthcare providers 24/7.
The local health tech firm receives a fully subscribed equity raise of R4.5 million, led by investment and advisory firm HAVA?C.
From mobile health to solutions aimed at doctors, 2014 has seen numerous healthcare tech innovations take shape.
A Web-based doctor review and aggregator system adds to a growing mix of information services in healthcare.


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Corona not over yet, people should be vigilant: Dr Tahir-ul-Qadri
Dated: 20 September 2020
Minhaj-ul-Quran International (MQI) founding leader Shaykh-ul-Islam Dr Muhammad Tahir-ul-Qadri has said that the corona epidemic has not ended yet and urged the people to remain vigilant and continue to act upon the precautions and measures announced by the government. He said that people should avoid going to public places. He said since the educational activities are being revived in the country, it is then the responsibility of the educational institutions to ensure the implementation of the SOPs.
Dr Tahir-ul-Qadri made these remarks while talking to the senior leaders on telephone. He also directed that the SOPs should be strictly implemented in the educational and welfare institutions working under the banner of MQI. He said nothing should be more paramount than the health of the students and the staff.
Dr Qadri further asked the Directorate of Training and Minhaj-ul-Quran Ulama Council to keep reminding the people of the need to be cautious in the gatherings that are held under their banner. He prayed to Allah Almighty to rid Pakistan and the world of the scourge of Covid-19.


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James Franco Spiderman
James Edward Franco (born April 19, 1978) is an American actor, director, screenwriter, comedian, film producer, television producer, academic, painter and writer. For his role in 127 Hours (2010), he was nominated for an Academy Award for Best Actor. Franco is known for his roles in live-action films, such as Sam Raimi's Spider-Man trilogy (2002–2007); Milk (2008); Pineapple Express (2008); Eat, Pray, Love (2010); Rise of the Planet of the Apes (2011); Spring Breakers (2012); Oz the Great and Powerful (2013); This Is the End (2013); and The Disaster Artist (2017), for which he won a Golden Globe Award for Best Actor. He is known for his collaborations with fellow actor Seth Rogen, having appeared in eight films and one television series with him.
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St Helen Witton Church, Northwich, is in the centre of the town of Northwich, Cheshire, England. It is recorded in the National Heritage List for England as a designated Grade I listed building.  The church is now known as "St Helen's, Witton" or "Northwich Parish Church".  It is an active Anglican parish church in the diocese of Chester, the archdeaconry of Chester and the deanery of Middlewich.  Alec Clifton-Taylor includes it in his list of 'best' English parish churches.

History
The church was originally a chapel of ease to St Mary and All Saints, Great Budworth and the area was then known as Witton.  The present building dates from the 14th century, with additions in the 15th, 16th and 19th centuries. A tradition that Witton had a chapel as early as the 13th century cannot be verified, but by the mid-14th century a church (technically a chapel of ease) stood on the present site. It was roughly the same length as the current building, had transepts but no aisles, side chapels or clerestory, and was covered by a steeply-pitched roof rising from about the height of the present arcade.  There would have been a chancel arch with a great beam or loft across it bearing a rood, but no chancel step.  The only seats would have been stone benches around the walls.

Gradually this evolved into the church as it is today.  North and south aisles, narrower than those currently present, were added in the 15th century.  The tower was built or rebuilt in about 1498, and the name 'Thomas Hunter' prominently displayed on it indicates it was the work of the mason of that name who was also associated with nearby Norton Priory.  A porch in roughly the same position as the current porch was added at this time, or perhaps even earlier.  The present porch however is certainly no earlier than 1500 and possibly much later: an inscription on its beam commemorates a substantial repair in 1756.

The aisles were rebuilt and widened between 1536 and 1549, bringing what had been a side chapel (now the Lady Chapel) into the body of the church.   The nave was later also widened, at the expense of the north aisle, and a clerestory added by 1550 at the latest.  Probably at this time the present roof over the nave was installed, though there is debate as to whether it was commissioned for the church originally.  Later the chancel was widened to match the nave.  The chancel was embattled soon after 1624, when Thomas Farmer, the master of Witton Grammar School, left money for the purpose in his will.

In the 18th century galleries (since removed) were  gradually added on three sides of the interior, and in 1767 an organ and organ gallery also installed, possibly over the chancel.  Later the organ was placed in the west gallery.

In 1841 a major restoration was undertaken which involved the re-siting of the pulpit, changes to the chancel steps, rebuilding of the south and west galleries, renovation of the roof and the making of a grand west door.  (Previously the only entrances had been that via the porch to the south and a small door giving access from outside to the tower steps).  Twenty years later a large crack developed in the chancel which therefore had to be taken down and rebuilt in 1861–62, and at this time the present three large coloured glass windows behind the altar were installed.  Apart from the roof therefore the chancel is substantially mid-Victorian.  In 1883–86 further work was carried out on the church by the Lancaster architects Paley and Austin.  The north aisle, then only  wide, was widened to make it correspond with the south aisle.  A large northeast vestry was added, and a baptistry was created inside the church.  Other work done at much the same period included the addition of an altar rail, a new pulpit and the re-flooring of the whole church.

Although there have since been further changes to the interior (including the addition of screens at the east end of the aisles and new coloured glass windows), by the 1890s the church looked much as it does today.  It formally became a parish church when "the District Chapelry of St Helen Witton, otherwise Northwich", came into being on 7 August 1900.

Architecture

Exterior
The church is built in red sandstone with flattish roofs concealed by parapets.  The plan consists of a tower at the west end, a six-bay nave with north and south aisles, a chancel with a polygonal east apse, a vestry to the north and a south porch.  The tower has four stages, is crenellated and has diagonal buttresses and a west door.  Above this is a four-light window, two-light bellringers' windows on the north and south faces, an empty niche on the west face, a clock with faces to all sides and paired two-light bell openings.

Interior

Over the nave and chancel is a continuous camber-beam and panel oak ceiling with diagonal cross-braces, large carved bosses at the junctions of the main beams and smaller ones at the junctions of the secondary beams.  There are no memorials of distinction and most of the old fittings were discarded in the 19th-century restorations.  A 17th-century altar table is still present.  The three-manual organ was built between 1870 and 1880 by Young and Son and later rebuilt by Charles A. Smethurst.  The clock is a double three legged gravity feed made by engineers W. H. Bailey of Salford.  Taking the place of a still earlier clock mentioned in the churchwardens' accounts it was installed in 1888 and refurbished in 1911.  There is a ring of eight bells cast by John Taylor and Company of Loughborough in 1911.  The earliest mention of bells in the churchwardens' accounts is in 1692.  Until 1877 there were six bells, two more being cast by Taylor's and added that year.  All eight bells were taken down, recast and rehung in 1910, again by Taylor's. Inscriptions on the bells before they were recast showed five had been cast in 1712 and one in 1852: the inscription on the No. 5 bell at the time of the 1910 recasting read "Richard Sanders of Bromsgrove made us all six".  The parish registers begin in 1561 and the churchwarden's accounts date from the 17th century.

External features
In the churchyard is a red sandstone sundial with a copper dial which is listed Grade II.  It was erected in 1800 by the stonemason John Moors at a cost of £10.3s.3d.  The churchyard also contains the war graves of seven soldiers of World War I, and a Royal Navy sailor of World War II. An upper portion of a floriate medieval gravestone removed during 19th century renovations lies near the south porch.

See also
Grade I listed churches in Cheshire
Listed buildings in Northwich
Sir John Deane's College

References
Citations

Sources

External links

Church of England church buildings in Cheshire
Grade I listed churches in Cheshire
English Gothic architecture in Cheshire
Northwich
Diocese of Chester


We started the paper, as the lead article in the first edition elaborates, because we feel there is a need for a space to consolidate the rather marginal left-wing scene in the Netherlands and create a space for debate. The issues we want to concentrate on are therefore focused on the question of organisation, and central left-wing issues such as labour, the (global) economy, migration and left-wing culture. The last page offers useful resources such as websites and information on politically active groups, political spaces and upcoming actions in the Netherlands.
Although we believe it is important to offer the paper for free, it does of course cost a substantial amount to produce it and we are therefore grateful for any financial support (gironummer 9554857, 'Het Lab', Amsterdam). We will also organise benefit gigs and any extra money generated will be used to produce more pages.


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THE CYNTHIA LENNON SCHOLARSHIP FOR GIRLS IS NOW OPEN TO AMERICAN STUDENTS
SIR PETER JACKSON's BEATLES DOCUMENTARY TO BE 'MORE EXPRESSIVE',SAYS RINGO STARR
By	Beatles Magazine Posted on Tuesday, July 9, 2019 In RINGO STARR, THE BEATLES 0 RINGO STARR, THE BEATLES	0
Ringo Starr says an upcoming documentary on the band from Kiwi filmmaker Sir Peter Jackson will be "more expressive and more like we were".
Speaking to SiriusXM about the upcoming documentary, Starr says the original 1970 documentary Let It Be, which ends with the Beatles' famous rooftop concert in London, misrepresented the band.
"I'm looking with Peter Jackson at all the footage that was never used," he says. "Prior to us doing that, we're all hanging out, and it's a lot of fun, lot of humour, and not like the one that came out."
Starr says director Michael Lindsay-Hogg used one moment of brief disagreement over who wanted to play live to construct his documentary, when in reality, the band got along much more in real life.
"When Michael Lindsay-Hogg put his film together, which he's in quite a lot, too, they just stuck to those seconds of an argument," he says. "But there was a lot of joy, and I think Peter will show that … this one, I think, will be more expressive and more like we were."
Jackson's film will be based on around 55 hours of footage of the band working on songs that eventually became the Let It Be album.
Jackson said he was "relieved" to discover the tension displayed in Lindsay-Hogg's documentary was a "myth".
"After reviewing all the footage and audio that Michael Lindsay-Hogg shot 18 months before they broke up, it's simply an amazing historical treasure-trove. Sure, there's moments of drama – but none of the discord this project has long been associated with.
"Watching John, Paul, George and Ringo work together, creating now-classic songs from scratch, is not only fascinating – it's funny, uplifting and surprisingly intimate."
STELLA MCCARTNEY RELEASES BEATLES-INSPIRED COLLECTION
THE BEATLES' FIRST CONTRACT WITH BRIAN EPSTEIN SELLS FOR £275k


Happiness is life's great motivator. We spend so much of our time and energy on earth looking for what will make us happy, but as poet Aaron White learned, that's a misguided endeavor.
Aaron starts this episode of Truthmark by explaining how and where most people look for happiness, in things. There's a multi-billion-dollar machine of ads that bombard us with that message every day, so it's no wonder. We crush ourselves with comparisons, always looking for the newer, better, thing because surely it will bring us happiness this time. We forget that it hasn't worked up to this point, yet still, we try.
The next stop in the happiness chase is accomplishments or careers. If I can just get that promotion or hit that milestone, surely happiness will be waiting for me. That too, is wrong. A Yale University study showed that most people said they would need to make 10% more money to be happier, no matter how much they earned. Just 10%! The problem is, it's ALWAYS 10%. Happiness is just out of reach, never quite there.
If it's not things or money or a career, surely happiness can be found in another person. Someone else can come into your life and make you happy, right? This chase is as misguided as the rest. You alone are responsible for your happiness, and if you put that responsibility on someone else, you're bound to be disappointed or worse, resentful.
Check out Aaron's inspiring message in the video above and tell us your key to living in the now.