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Game Review: Assassin's Creed Origins
Posted in reviews, video game by commorancy on May 14, 2018
Assassin's Creed Origins is an attempt by Ubisoft to milk this tired franchise for more money. With each new iteration, they are making more and more mistakes and the games make less and less sense. This game's sole purpose to exist seems to be a money grab. Let's explore.
Bayek and Aya
In Assassin's Creed Origins, you play as the Medjay (pronounced madge-eye) hero Bayek. He's a nobody really, but the game makes you think he's somebody. Unlike Altair and Ezio, who were at least well respected for who they were in their respective communities, Bayek is a small-town-kid… kind of like Connor in Assassin's Creed 3. Unfortunately, this plot device has already worn thin by this franchise. At least come up with something different.
Bayek's wife is Aya. She only appears in the game in tiny sections and you do get to play as her (sort of) during a boat mission and a handful of other smaller end missions. In fact, Aya takes on a crucial role in one of the final assassinations taking away that pleasure from Bayek unnecessarily. However, you don't get to do something truly unique and switch between (or choose to play as) either of the characters. Come on Ubisoft, get with the program.
Bayek is conflicted all throughout the game because his kid was killed by who really knows for whatever unnecessary reason. This is intended to give Bayek motivation to become an assassin and kill for revenge (among other reasons).
This is as good a time as any to talk about the stories presented. Bayek must find and kill 8 (or so) different individuals along the main quest. Most of them are temple priests who've done wrong… or at least, so the game tells us. Aya kills one of the primary baddies as well.
The side quests consist of fetch quests as well as a few side assassination quests, occasionally taking the time out to do racing or fighting. Unlike the original Assassin's Creed, there is no run-climb racing. The stories are average and uninspired for an Assassin's Creed title. The ending is forced and really explains nothing. The stories can be fun the first few times doing a task, but ultimately it's the same things over and over… especially if you've already played the Desmond versions. It would be great if Ubisoft could figure out a way to make the stories more dynamic, fresh, less fetch-questy or fighty and do something different. Yes, it does have assassin in the name of the game, but that doesn't mean everything in the game needs to be a fight. The majority of the stories have nothing to do with assassinations or being stealthy. The ones that do are so weakly written, they might as well just tell you who to kill and put a map pointer. Why bother with the crap setup? Let's just get to the activity and be done with it.
Taking it to the Next Level
To revitalize this Assassin's Creed, Ubisoft needs to take this franchise to the next level by extending Assassin's Creed into a full blown RPG. It's nearly there, but it needs so much more. First, it needs to abandon the idea of a specific character's look. Instead, let us choose our character's look through various presets (head, body, body shape, height, facial features, etc). Second, let the player choose a class and focus on it (fighter, seer, magic user, etc).
While the main quest can be primarily about assassinations and then seeing the bad guys one last time in the Duat (the place between life and death) to give them their final send off, the second part of the primary quest should be about present day and the importance of the animus experience to the present day (something lost in this version). The rest of the time the stories should focus on assassinations. It can be side quests or it can be quests that are required to give you an item that let you finish the main quest. There are so many ways to improve the game into a full blown RPG.
After this, they will need to add auto-generating / regenerating dungeons to dive into with random loot. This gives the possibility of finding some really great weapons and armor during the game.
The game would need functional armor, not just costumes that look pretty when worn. In Origins, you can effectively wear nothing or steel armor and it doesn't reduce your ability to take damage. Armor needs to protect the player character from damage in increasing amounts when worn.
Armor needs to be broken into pieces (chest, legs, arms, head, feet, etc). You should also be able to find or forge armor for your steed. This not only lets you increase your armor in levels, you can mix and match armor to create your own unique costumes. Right now, it's a look-pretty situation. The costumes look great, but they're not functional in the game. Also, whatever happened to dying the costumes? Where did that feature go? There is a dye shop in the game, but it can't be used.
Weapons do have individual strength, but are leveled. That's fine for the first pass. This method can be carried over. But, I'd like to see a way to craft and improve weapons from in-game materials (brass, copper, etc). The raw materials are in the game, but you can't really do anything with them. Crafting is only in ACO in a tiny little way. It needs to be fully expanded. Also, having weapons break and wear out allows you to overpower an enemy and wear their weapons, shields and armor out, thus disarming them and gaining the advantage.
The side quests are fine, but lose the fetch quest idea as much as possible. I really tire of having to "go get" something for an NPC. They have legs and can get access to a horse, let them go get it. If it's a fetch quest type that ends as the item in payment for my service, then I'm okay with that.. particularly if the item is a worthy weapon or piece of armor. But, I don't want to have to carry it all the way back only to get a piece of food or some silly trinket. Let me keep the stuff I find or let me get it back in some way.
Co-op and group dungeons should be added. Let's get back to the idea of multiplayer in an RPG. This means I can find and assemble a team to go into a group dungeon to take on a swarm of enemies that can't be taken alone. This encourages team play.
Item and building interactions must be more complete. Instead of these facades that sit on the ground and do nothing (other than as obstacles to climb), the buildings need to allow for entry into new dungeons to master. Items on the ground should offer much more interactivity. There are so many containers that can't be opened or checked. Instead, let the game choose which container types to fill with random loot.
This is by no means to be taken as an exhaustive list of ideas for turning Assassin's Creed into an RPG. It's nearly there already, it just needs to take the next step. This is exactly what the AC series needs take it to the next level and let it rival that of Bethesda RPG games. However, it's going to need an entirely new exact game save system by abandoning the current checkpoint save system in Origins.
Random NPC Banter
This just needs to go away. The NPCs have, at most, 3-5 phrases they can say when you pass by them and using the same voices over and over. Don't do this. Unless you plan to spend the time to create hundreds of different audio clips that can be randomly said by NPCs, just leave them silent. Hearing the same phrases over and over is just plain annoying and unnecessary.
Unfortunately, this is probably the worst part of the game. While Assassin's Creed 2 practically got the fighting aspect 100% right, Assassin's Creed Origin gets it almost 100% wrong. The fights are not in any way fun. Let me just make this clear. Fighting should be extremely fun in a game like this, but no. There are two tactics the enemies use that just drive me absolutely crazy. It doesn't matter if it's an animal or an NPC, they both use this tactic.
Backing Up as an AI combat strategy
While I realize walking backward could be used occasionally by an enemy, it is entirely overused in this game. This tactic always has the enemy moving just out of reach of even your longest weapon. There's absolutely no point in this AI tactic. It wasn't in any other AC game, why is it here? It just wastes time and serves to frustrate. This crap tactic is at the top of my least favorite AI fighting tactics in a video game. I've never played any other game where this tactic is used by enemy AI. I don't even know how to rant enough on this particular tactic, but it drives me bat shit crazy.
Note, I've seen this tactic employed with human NPCs, lions, tigers, hyenas and practically any other ground combat. Ubisoft, get rid of this tactic. It doesn't make the game fun, it only makes the combat incredible shite.
While I realize some NPC's have shields, the only tactic to get around the bigger shields is try and flank the enemy (almost impossible because they turn around instantaneously) or try to press and hold with a large sword (power attack). The problem I have with these two suggested combat tactics is that they rarely ever work. Yes, the game gives them to you, but by the time you attempt a power attack, the enemy has either stabbed you repeatedly several times or knocked you on the ground and stabbed you. Press and hold attacks are worthless.
Worse, it's almost impossible to break through a shield on an enemy. The strategy I end up using is climbing and performing a top down assassination over trying to do a break on a shield. Again, Ubisoft got this part totally wrong. Let me at least pull that stupid shield out of their hands and disarm them. Nope, no such feature in the game. Disarming an NPC is just a basic maneuver in any fighting simulator, why is it not here Ubisoft? How about letting me me break their shield in half? Nope, not here either. Shields don't take damage.
Worse, when I try to use a shield, it's not nearly as strong as when an NPC uses it. This is the dreaded one-sided fighting behavior that I absolutely abhor in games. If you're going to make a fighting game, at least have the decency to make it a fair fight. When you tilt the fighting towards the NPC and away from the player, that's just a shit tactic, Ubisoft.
Finally, shields should eventually break. If I keep hammering on it with my sword, the NPC shield should eventually disintegrate. Nope, these NPC shields are entirely invincible. I shake my head at this crap design.
Combat Mode
In this game, it's way too easy to trigger combat mode and almost impossible to shut it down short of running far, far away… and even then that doesn't work if the enemy is on a horse or in a chariot. For whatever reason, an enemy's horse is always about 25% faster than yours. This is yet another unfair cheat tactic on the part of the game. Horses should either be of equal speed or … what the hell Ubisoft? … let us upgrade our horses to be faster than theirs. Yet another craptacular design failure.
Can't break out of animations
This should be self-explanatory, but I'll go ahead and explain it anyway. When you're in the middle of combat, if you attempt to do certain moves, you can't do anything else until the animation plays out in full. I've had enemies desync the game because I inadvertently triggered a long combat animation sequence that you cannot stop. Because there is no way to break out of an animation sequence, you always have to let it play out in full, enemies can come in and stab or hammer or poke you.
This is even more commonly frustrating because sometimes if you've got two or three enemies, they can gang up on you and prevent you from getting out of their fighting tactics. If they hit you in just the right order, even dodging is impossible because the taking wounds animations have to completely play out and cannot be broken out of.
This is crap game design. The player character should always be able to regain control over the situation without waiting for a long-ish animation to complete. All animations need to be broken out of and stopped.
Leveled Characters
So I get that Ubisoft finally added numbers and character levels to the NPC's in the game. It's been a long time coming. But, the way this is implemented is entirely and complete garbage… especially for an assassin.
Some enemies are, for all intents and purposes, invincible. These appear with a skull in a red shield above their head. I shake my head at this crap. To simulate real people, the hero should be able to assassinate anyone at any level. Knives don't discriminate based on level. Assassination is assassination. Level doesn't matter to a knife. Levels should only matter for melee combat where skill is involved. A stealth assassination from behind or above should always kill the enemy regardless of level. I should rain down from above, knock them down then assassinate any NPC in the game regardless of level. This is how a knife works, Ubisoft. Unfortunately, Ubisoft sets it up so that whenever an enemy is 'too strong' (or too high a level), they are invincible from either weapon's attacks or knife assassination. In fact, a sword that might kill someone at your same level, an invincible enemy might take at most 90 damage.
Again, this crap drives me absolutely bat shit crazy. It's such a crap design. Ubisoft, stop, learn and listen… and STOP playing these stupid games with your franchises. If you can't do leveled characters right, then don't do them at all.
Worse, there's a preference that allows you to set NPCs to fight at or around your level. Yet, when you turn this setting on, it does absolutely nothing. Characters who were weaker are always weaker. Characters who are leveled way above you stay leveled way above you. If you're going to add this setting to the menu, Ubisoft can you at least make it work?
Can't Kill Citizens
In past games, you could kill civilians, but if you killed more than 5, the game would desync. In this game, you can rarely do this. They are simply unkillable in many cases. He's an assassin. Blades should work equally well on enemies and on civilians alike. Go back to desyncing if you don't want us doing it. Don't just prevent the blades from working at all. Though I have found places in the game where civilians can be killed, I've also found places where they cannot. This was an unnecessary addition to the game engine.
Horrible combat button placement
For whatever reason, Ubisoft has decided to muck with all of the previous combat button placement. In past games, attack was always on the ABXY or X⃝△▢ buttons in some manner. In Origins, Ubisoft decided to move them to the trigger buttons by default. Wait… what crap is this? Who ever designs games with attack on shoulder or trigger buttons? Thankfully, they offer an alternative mapping that at least puts them on X and Y. No, it's not optimal placement, but it's at least it's on these buttons. Why would you put combat on X and Y over A and B? These combat moves should always be on A and B buttons (Xbox) or X and O buttons (PS4)… like every other game on the planet.
This is always called messing with a good thing and Ubisoft is now firmly guilty of screwing with this game just to screw with it and for no other reason. Bad design.
In past games, you had the ability to get and drop smoke bombs at will. In this game, smoke bombs are tied to combat. To drop a smoke bomb in this game, you now have to perform some kind of combat maneuver, then following that maneuver, press the A button quickly to drop a smoke bomb. No No No NO NO! Dropping a smoke bomb should be a button on its own. Never tie it to a combat move. If I just want to drop a smoke bomb for no reason, that's my choice. Stupid design.
Perfect Aim
This is one of those complaints I've had for a very long time and it keeps coming back time and time again. Every enemy has perfect aim and infinite line of sight. No one ever misses hitting you unless you're overly good at dodging. Even then, arrows still seem to make their target even after dodging. Yes, you can use your shield to protect yourself, but if that works 50% of the time, you're lucky. Some enemy is always knocking you back and typically enemies swarm making it impossible to use the shield effectively.
Swarming and moving out of range
Enemies in this game always want to come in swarms. When you climb to avoid the swarms, the NPCs (animals or humans) move just out of range of your ranged weapons if they can't reach you. This means you can't shoot arrows at them. This is plain out cheating by the developers. Don't move NPCs just out of range because they can't get to you. I've seen this tactic in other games and it is entirely unnecessary. Once again, stupid design.
Boat Battles
This is easily the weakest and most unnecessary parts of this game. Several times you're on board a ship with Aya and random NPC schmoes who don't make a difference to the story (other than Cleopatra in one battle). You're tasked to sink ever increasing sized warships. These activities are stupid, unnecessary and overly hard to control. I didn't find this part of the game at all fun. In fact, I would have preferred skipping this entire section of the game and have the game take me to the final destination. In fact, I almost abandoned the game entirely at this point. I managed to get through this lame, unskippable section of the game through some unnecessary tactics. If you can't do boat battles right, don't do them at all… or, at least let us skip the entire activity.
Seriously, what does a boat battle have to do with being an assassin?
Climbing Activities
As with other Assassin's Creed games, climbing was the gimmick that made Assassin's Creed work. It's still in this game as well, but not explained as to how this character does it. He just does. As with other AC titles, climbing sometimes works, but sometimes doesn't. It depends on what you're trying to do.
In most cases, the camera gets in the way. Because climbing direction is heavily dependent on which way the camera is facing, when the camera randomly moves, you'll end up careening off in the wrong direction and setting off a bunch of guards in the process. This is, in fact, one of THE most frustrating aspects of this game (and really, any AC game).
For utilitarian purposes, climbing works fine. For stealthy assassinations, I could swear that the game cheats and sends me careening right in the middle of a load of guards simply to alert them. I've learned never to use climbing as an assassination strategy unless there's plenty of room to maneuver. Even then, it can all go horribly wrong.
Ignoring all of the combat problems, this is one of the games top problems. Though, I've had this complaint with just about every Assassin's Creed game ever made. Though, this game seems to be worse about it than others.
Senu
In lieu of the previous semi-magical "Eagle Vision" that simply just existed, they replaced it with, you know, a pun. They give you "Senu", a flying Eagle with 'Vision'. It circles overhead like a vulture. When you activate Senu, you can control him to fly around and over various encampments to identify enemies, loot chests and various other identifiers.
Senu was an unnecessary addition to the game and does nothing to explain the other version of "Eagle Vision". Instead, they should have simply used the tried-and-true Eagle Vision that had been long established in every prior game. It needed no explaining. Adding this eagle served no purpose other than to make a pun, which wasn't funny. Senu could have been a great help if it could have not only stunned enemies, but actually damaged them by dive bombing them and/or pecking / scratching them. If you're going to give us a companion (and since you're already making this world completely unrealistic anyway), then while you're at it, let us use Senu as a weapon against enemies right from the start. Such a waste.
Yes, there is the ability to level up, but it's so limited as to really not be helpful. You get enough experience points to level up timely enough, but it really doesn't help make you stronger or better or faster most of the time. The majority of the perks are worthless. There are a few that help (poison darts, smoke bombs), but most don't do anything to help make Bayek stronger, better or faster. In other words, the majority of the perks do nothing, with only a few having any real purpose. The few that do have purpose are so buried behind the ones that do nothing, you waste a ton perk points just to get to them.
The photo mode in this game is nice enough, but doesn't have near enough filters to make it worthwhile with depth of field being the best of the effects. Overall, it's a nice enough feature, but it's not worth playing this game just to use it.
Frame Rates, Audio Problems, Crashing, Lost Quests
Frame Rate Problems
One of the things I'll say about the Xbox 360 versions of this game is that the frame rates were always consistent, particularly with climbing a synchronization point. When you get to the top, the camera circles the player character. This has always been a particularly smooth animation. Not in Assassin's Creed Origins. Every single synchronization point animation is herky jerky and choppy… and this is at 1080p. I'm not even trying to run this game at 4K. I can't even imagine what this animation looks like in 4K.
I only recently started playing this game because of a backlog of games I wanted to play first. I also thought that waiting would give Ubisoft enough time to patch stupid bugs. Well, they haven't. This game is chock full of bugs and problems.
Lost Quests
This is a problem that also drives me insane. I'm playing along, select a quest and I'm on the way there to pick it up or finish it. There are two ways quests are lost here. The first way is I'm traveling a road and an invincible enemy appears and immediately spots me. Invincible enemies are an entirely stupid concept (see above), but they are also on horses that run far faster than mine does… which doesn't make sense. So, they inevitably catch Bayek and desync. BTW, a single arrow shot or sword swing from an invincible enemy is nearly enough to desync. A second swing or shot and the game always desyncs. Upon respawning, the quest is gone. No where to be found. You can't find it and you don't know where it went.
The second place where quests get lost is when the game locks up and/or crashes. Upon restarting the game, the quest is gone. This one is just insanely stupid. It's not like the game doesn't have autosaves turned on all throughout. Even if the game just saved seconds before, the quest is gone. Worse, when you respawn, you can end up a long ways away from where you were.
I don't know how many quests I've lost as a result of either of these two problems. Probably 15 to 20. This problem stems from the way this game chooses to save games (see below).
Audio Problems
This is a known problem. Ubisoft has had many reports of this problem going to late 2017. Yet, Ubisoft still hasn't fixed this issue. I've run into it several times. After I'm done playing the game, I then sleep the Xbox One for a period of time. When I wake up the console, there's no sound at all. When I attempt to change any audio settings in the game to bring it back, I only get an audio chirp about every 5 seconds. Note, the console itself has no problems producing sound as I get that from the Home screen and Cortana and other apps. This problem is entirely a bug in Assassin's Creed Origins.
Most games today crash occasionally. However, this game is well more buggy, crashing way more frequently than average. I've had hangs that turn into crashes. I've had hangs that recover. I've had random crashes with no hang. Since I've started playing, I've had at least one crash every 1-2 days. This game is not at all stable. Thankfully, the game saves frequently enough that you don't lose what you've already collected. But, you may lose your active quest.
This game chooses to checkpoint save randomly. It makes a noise whenever it saves. I could really do without that noise. If you want to save a game, leave the noises off. Just save the game and put a visual notification. That's all that's needed.
You'd think that the game saves would do you a favor. In fact, they don't. If you desync for any reason, you have to start whatever it was you are doing over from the beginning. The only thing that seems to be saved is chests you may have looted. These seem to remain looted after a desync. Other than that, your character respawns usually far away from the location where you were. This is annoyingly frustrating.
What is the point in a game save if not to recover exactly where you left off? Ubisoft, checkpoint saves are stupid. Get rid of them. Let us save exactly where we are and let us save at will. Let us start right back where we left off… in the middle of battle if necessary. Don't throw us a long distance away and make us start that activity completely over. Stupid design
Graphics and Sound
While the cities and NPCs are ironically unrealistic in their actions, the visual world itself, particularly the sand dunes, the deserts and the oases are look reasonably realistic. Bayek's character model is particularly well done. The same for the anime character seen in "Gift from the Gods" quest. I'm not even sure what that quest was about, but the character was straight out of a game like Final Fantasy. For less than 5 minutes on the screen, someone spent an inordinate amount of time modeling that character for the game.
The underwater action is well done and the water movement is better than most games of this type. As with most games today, these hyper-realistic game engines fall down in many small ways… specifically, low res models. While the lighting is well done, the statues and other models are just too low poly. Worse, the flags at the top of the temples are downright horrid. They fly and flap fine, but the edges of the flags look like something out of an 8-bit SuperMario game.
There is one sound thing that drives me insane in this game. It's when Bayek has to constantly prompt the gamer to go do whatever urgent task is at hand. I don't need or want that prompting. At least let me turn it off from the settings menu. Additionally, the enemies constantly taunt that the player's imminent demise. I don't want to hear this either. Let me shut off those taunting remarks from the enemies. These audio comments are entirely worthless. Either that or turnabout is fair play. If they NPCs can taunt, then let me taunt back with Bayek. Either that, or shut that stupid and repetitive taunting off.
DLC and Season Passes
As if I haven't railed enough on this game already. Well, let me rail just a little bit more. The season pass costs $40, in addition to the $60 you've already paid. Yes, the Season Pass offers the following:
The Hidden Ones (Land add-on)
The Curse of the Pharaohs (Land add-on)
The worthless Calamity blade
The Horus Pack (outfit)
The Roman Centurion Pack (outfit)
500 Helix credits
Questionably, Ubisoft has excluded certain DLC from this season pass (see below). This is where I begin my rant. What the hell, Ubisoft? First, you add critical game features (levels 41-45) as add-on content instead of actually, you know, patching the game where we already paid $60. I argue features such as increasing character level caps of the original game a critical game patch… not a DLC add-on. At least raise the level cap for everyone in any game version as prep for DLC add-ons. Tying this patch to a DLC is just asinine.
Second, you exclude certain DLC (e.g., the Deluxe Pack) from the season pass entirely? Why is this? All DLC world add-ons should be part of the season pass eventually, including whatever is in release day Deluxe Packs. Excluding these is just an unnecessary money grab. Sure, you can make a deluxe pack be exclusive for a month or two, but they should eventually make their way into season pass holder content. Shit, that's an extra $10 on top of the $30 we're expected to spend? Season passes are already questionable enough investments considering it's possible that no further content will release for that $40 season pass price. Season passes are already a gamble for the gamer as there's no guarantee of content quality, availability or indeed anything purchasing a season pass on game release day.
As with most Assassin's Creed games, Ubisoft throws in the animus portion as an afterthought. In fact, the story line almost identically follows the Lucy story line in the Desmond stories. Can you guys not think up anything original? The first time through it was fine, but a second time is pointless.
Perhaps it's finally time to switch the roles around? Make the in-animus games as the afterthought and the out-of-animus present day the actual assassination area. I'd like to see an assassin scale a 50 story building and jump off into a dumpster below or use a parachute. I'd like to see then use the present day as a means to an end. It is fun to see these time period pieces, but let's not lose sight of the story goal here. If you're trying to tell a story about Abstergo, then let's do that.
The in-game ancient temples were almost entirely worthless quest lines in the game as they never come full circle back to the present with Layla. Ubisoft, you guys have a lot of work ahead to actually turn Origins into something better than it currently is.
The game play mechanics are average. When the mechanics work, they work okay, but occasionally the collision detection is intensely bad. I can see the weapon connect with the enemy, yet nothing. This means extra work just to kill an enemy because the game didn't detect it. Sometimes it means desync and forced restarting. The enemies who use the back up tactic just drive me absolutely insane. This tactic needs to be removed from the NPC combat AI. It doesn't serve any purpose other than to frustrate. It doesn't make the combat harder, it's just plain stupid.
The stories are twice told tales that don't really lead anywhere of any specific nature. The only story that ties it all in is when you exit the animus with Layla… Layla being a cheap knockoff of Lucy from Assassin's Creed. However, what is she really doing there in the first place? We've already established the animus as a commercial thing that people can buy and use at home. Why are we going back to these coffin shaped devices? The only storyline that seems to tie it all in are the too few and far between temples were Bayek enables a pedestal which talks of Desmond and the imminent world destruction… not that Bayek will understand any of that… nor does he ever make any comments under his breath afterwards.
Worse, all of that modern day gibberish was inserted into the genetic code replay by the animus as a bug/feature rather than being an actual genetic memory from Bayek's original story. Yet, Ubisoft completely ignored this leaving the gamer to assume that Bayek actually encountered that information. Sure, I believe he may have visited those temples, but I don't believe he actually encountered that information during the reign of the Pharaohs. Why should I believe this? The story gives me more reason to believe the animus added that story element than Bayek actually having encountered it for real.
As for multiplayer, what multiplayer? Past AC games have had multiplayer elements, but this game has no direct multiplayer aspects. The only hint of multiplayer are the revenge quests which have you examine a body of a multiplayer in your world. Then, take on a revenge against the in-game enemies who killed that other player in their game. This is of very little consolation for the lack of multiplayer. It's not like Ubisoft hasn't offered multiplayer in past AC games. So, I'm befuddled why it was not in Origins.
This game could have been much, much better.
Graphics: 8.9 out of 10
Sound: 6 out of 10
Game Saves: 1 out of 10
Gameplay: 4 out of 10
Controls: 4 out of 10
Combat: 3 out of 10
Stories: 5 out of 10
Multiplayer: 0 out of 10 (there is no direct multiplayer or co-op).
Stability: 2 out of 10
Final Rating: 4.5 stars out of 10
Buy this game at $20 or less from the bargain bin or, if possible, rent it.
Tagged with: assassin's creed, assassin's creed origins, design, game, game design, origins, rant, review, ubisoft, video, video game
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Research on Nazi-Confiscated Works
In May 2010, the WU University Library launched an investigation intended to identify Nazi-confiscated items in its collection. The project was started on the initiative of the library management and approved by the Rector's Council.
Approximately 51,000 volumes (shelf marks 1–50,000) were examined firsthand during phase one of the project (May 2010–August 2013). A further 15,000 volumes were examined during phase two (February 2014–December 2015). The research resulted in a list of 1,121 volumes of potentially dubious provenance. 74 individuals and 118 institutions have been identified as the original owners of these books.
Email: provenienzforschung@wu.ac.at
Bookplate from the Suschitzky Bros. bookstore
To date, Nazi-confiscated works found in the WU University Library collection have been returned to the following persons / institutions:
Suschitzky, Wolf(gang)
The following two-volume work marked with a bookplate from the Suschitzky Bros. bookstore was found in the WU Central Library collection: Schmidt, Heinrich: Was wir Ernst Haeckel verdanken (1914).
In the fall of 1901, the brothers Philipp und Wilhelm Suschitzky founded a bookstore and library in Vienna's tenth district (Favoritenstrasse 57), selling and loaning new and antiquarian books. In 1911/12, the brothers established the publishing house Anzengruber-Verlag Brüder Suschitzky and the bookstore was expanded.
The Suschitzky brothers cultivated a strong interest in political and cultural issues, especially the freethinker movement, women's rights, the temperance movement, social and sexual reforms, and pacifism.
From the late 1920s on they were subjected to massive harassment and punitive measures (raids and searches, confiscations of books, court trials) that worsened as Austria's democratic government fell in the years 1933/34 and afterwards.
Following the suicide of Wilhelm Suschitzky on April 18, 1934, his widow Adele Suschitzky (1878–1980) became a managing partner of the company.
In 1938, Adele Suschitzky managed to flee to London, following her children Edith Tudor-Hart and Wolfgang Suschitzky who had already escaped there.
Philipp Suschitzky and his wife Olga were murdered in the Auschwitz concentration camp.No proof could be found that the WU University Library acquired the volumes in question legally, so the work was returned to Wolf Suschitzky (London) when he visited Vienna in September 2013.
Vienna Chamber of Labor Library
In July 2014, WU held a small ceremony during which ten books that had originally formed part of the Vienna Chamber of Labor Library were returned to the Vienna Chamber of Labor. Due to a scarcity of sources, it has not been possible to establish exactly how the books in question came to end up in the WU University Library collection in 1936.
The heirs of Leopold Singer
In October 2015, a small ceremony was held during which 696 books were returned to the Singer family.
VÖB AG NS-Provenienzforschung
National Fund of the Republic of Austria
Building LC - Central Library - Level 2
Welthandelsplatz 1
E-Mail: library@wu.ac.at
Library Front Desk (Borrowing, Library Cards)
E-Mail: entlehnung@wu.ac.at

redpajama_set_name: RedPajamaCommonCrawl


New output on Walhalla Records, presenting another off the radar minimal en new wave legend. Early bodybeat & unreleased tracks from Belgium"s missing link between EBM & Proto New Beat!
Thanks to Pascal Dumont and Neil Fraser for editing Crash On The Street. The first 100 copies are numbered and contain an insert signed by the artist. Each copy has a black sticker in top right corner.


text:
Q: Why do I get a 00904. 00000 - "%s: invalid identifier" error in this code? I am trying to create 3 tables, and insert data into them by having employees with below 25% of average salary in EMPLOYEE_BOTTOM_25, employees above 10% of salary range in EMPLOYEE_TOP_10, and all other employees in EMPLOYEE_OTHERS.
I used a conditional insert for this, and used a select statement, but it says I keep having an error in the "Salary" right before the select statement (In "** **", Bolded.) How should I resolve this?
CREATE TABLE EMPLOYEE_BOTTOM_25 (
    Employee_id    VARCHAR2(10),
    Employee_name VARCHAR2(35),
    Job_title VARCHAR2(35),
    Salary NUMBER (9,2)
);

CREATE TABLE EMPLOYEE_TOP_10 (
    Employee_id    VARCHAR2(10),
    Employee_name VARCHAR2(35),
    Job_title VARCHAR2(35),
    Salary NUMBER (9,2)
);

CREATE TABLE EMPLOYEE_OTHERS (
    Employee_id    VARCHAR2(10),
    Employee_name VARCHAR2(35),
    Job_title VARCHAR2(35),
    "Salary" NUMBER (9,2)
);

INSERT ALL
    WHEN Salary <= salarywage * 0.25 THEN
        INTO EMPLOYEE_BOTTOM_25
            VALUES(Employee_id,Employee_name,Job_title,Salary)
    WHEN Salary >= salarywage * 0.9 THEN
        INTO EMPLOYEE_TOP_10
            VALUES(Employee_id,Employee_name,Job_title,Salary)
    WHEN Salary <= salarywage * 0.25 AND Salary >= Salary * 0.9 THEN
        INTO EMPLOYEE_OTHERS
            VALUES(Employee_id, Employee_name, Job_title, **Salary**)
Select employeeid, firstname || ', ' || lastname as name, jobtitle, avg(salarywage) as salaraywage
From Employee
group by employeeid, firstname || ', ' || lastname, jobtitle;

redpajama_set_name: RedPajamaStackExchange


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No. 24 Nebraska played sound basketball for 31 minutes on Wednesday night. Unfortunately for the Huskers, a college basketball game is 40 minutes and those last nine were a disaster as the Huskers gave up a double-digit lead in an 85-78 loss at Minnesota.
The Golden Gophers (7-2, 1-1 Big Ten) outscored the Huskers (7-2, 1-1 Big Ten) 27-10 over the final 8:42 to turn a 10-point Nebraska lead into a seven-point loss at Williams Arena.
Minnesota shot 51.8 percent from the field, snapping a streak of 17 straight games the Huskers have held their opponent under 50 percent from the field. That percentage is the highest the Huskers have allowed from the field since a 93-57 loss to Michigan on March 5, 2017 that saw the Wolverines shoot 63 percent.
Junior wing Amir Coffey finished with a career-high 32 points, six rebounds and six assists while senior forward Jordan Murphy added 18 points and 13 rebounds. The duo combined to shoot 22-of-27 from the free-throw line as the Gophers outscored Nebraska 24-15 at the charity stripe.
Senior Isaac Copeland Jr. led the Huskers with 17 points on 7-of-15 shooting (3-of-5 from 3) and seven rebounds. Junior Isaiah Roby had a season-high 15 points on 5-of-13 from the field (0-of-3 from deep) and 5-of-6 from the line, three blocks and two steals but only grabbed four rebounds in 31 minutes.
Senior Glynn Watson Jr. recorded 14 points on 4-of-8 shooting with four assists in 38 minutes. James Palmer Jr. was held scoreless in the second half, finishing with 11 points on 3-of-14 shooting (1-of-6 from 3).
The Huskers shot 45.9 percent overall but only 38.5 percent in the second half including 3-of-12 during the 27-10 finish by Minnesota. The Gophers outscored Nebraska 50 to 36 in the paint.
The Huskers got off to a great start, hitting five of their first six shots to take an early 12-4 lead. Minnesota scored back-to-back buckets but Copeland knocked down a triple to push the lead back to seven. The gap bounced between nine and five for much of the half until Coffey put the Gophers on his back. He ripped off a personal 11-4 run to tie the game at 32-all. Jordan Murphy scored inside to give the Gophers their first lead since 2-0 then Coffey hit two more free throws to put Minnesota up 36-34.
Coffey picked up his second and third fouls in the span of 15 seconds, the latter of which followed an offensive rebound by freshman center Brady Heiman who gave the Huskers a big spark off the bench in the first half. Heiman hit all four of his shots for eight points in eight minutes and he went on to finish with nine points, five rebounds and a block in 15 minutes.
Meanwhile, Coffey had to take a seat for the rest of the half and the Huskers took advantage. Palmer scored four straight to tie the game. Murphy put the Gophers up with a dunk but Nebraska scored the next eight points including two buckets by Heiman. Freshman guard Gabe Kalscheur drew a foul on a 3-point shot but only made one of the freebies and the Huskers took a 44-39 lead into the locker room.
The highlight of the first half was courtesy of Roby, who welcomed Minnesota freshman Jarvis Omersa to the Big Ten.
The Huskers spent much of the first half in the open floor, turning eight Minnesota turnovers into 15 points and notching 13 fast break points.
The Huskers opened the second half with an 11-3 run to take their biggest lead of the night – 13 points – and they kept the Gophers at an arm's distance over the next 10 minutes. Minnesota cut it to eight a few different times, but the Huskers responded each time to build it back up.
Nebraska ran out of answers around the 8-minute mark, however.
Sophomore wing Nana Akenten knocked down a 3-pointer — his only shot of the game — at the 10:20 mark to put the Huskers up 67-56. Nebraska didn't hit another shot from the field for more than five minutes. Minnesota closed the gap to four at 69-65 after a three-point play by Coffey that gave Copeland his fourth foul, sending him to the bench.
Watson hit a step-back jumper to snap the Huskers out of their cold spell but Minnesota answered with a 3-pointer by Dupree McBrayer, just the second triple of the game for the Gophers. Watson hit a pair of bonus free throws to push the lead back to five.
Then the Gophers took control with a 9-0 run capped by a 3-pointer from Coffey that put the Gophers up 77-73 with 2:26 to play.
After a quick 30-second timeout to regroup, Watson snapped the run with a bucket at the rim, but Minnesota answered on the other end with a layup of its own. Watson drew a shooting foul but split the free throws and Coffey scored at the rim. Copeland scored for Nebraska to make it a one-possession game at 81-78 with 43 seconds to play and Tim Miles called a timeout to set his defense.
Minnesota ran down the shot clock and the Huskers got what they wanted, an outside jumper by Coffey that missed, but Nebraska couldn't track down the rebound and Roby picked up his fifth foul trying to scramble for the ball with 10 seconds left. Murphy hit two free throws to seal the game, then added two more after Watson missed a desperation 3-pointer.
Minnesota scored on 12 of its final 15 possessions. The Gophers only hit three 3-pointers all night, but two of them came during that late run.
McBrayer, a senior who was responsible for one of those big triples, played in the game after losing his mother, Tayra McFarlane, to breast cancer on Monday. The Huskers wore warm-up shirts with "RIP Tayra" on the front prior to the game and Tim Miles shared a moment with McBrayer afterward.
The Huskers will return to Lincoln to host in-state rival Creighton on Saturday evening. Tipoff at Pinnacle Bank Arena is set for 5 p.m. on BTN.


text:
Game Maker Games - Mr. Kitty's Quest
Mr. Kitty's Quest is a short and quirky adventure game from the creator of The Moonkeeper, one of my favorite independent games of the last couple of years. In it, you must guide the titular cat on his quest to win the affections of his disdainful owner by hunting down the most unobtainable gallon of milk in the world. The story is a uniformly tongue-in-cheek affair; there isn't a lot of dialogue, but it's clever in a terse sort of way.
The game has sort of an RPG/adventure feeling to it, but in general the emphasis is more on action than story. The game is a simple top-down mouse-and-WASD shooter, and unlike most adventure games there's not a puzzle to be found. It's fortunate, then, that the action sequences are well done. There's a generous variety of enemies given the game's length (seven or eight varieties over its forty minutes or so), and they're far from carbon copies of one another. And that's not counting the game's two boss battles, which are both interesting even if only one of them (unfortunately the first) is actually challenging. On that note, the game's only real flaw is its difficulty curve, which is mostly more of a plateau with sort of a drop-off near the end. It's not really a hard game in general, though.
The graphics and music were done by a variety of artists, but they fit together surprisingly well, and the overall vibe is something like a top-down Cave Story. Muted yet colorful palettes and catchy, robustly arranged chiptunes abound. There are a few rough edges to some of the tilesets (quite literally - it seems like maybe there were some corner tiles missing) but this mostly just enhances the game's amateur charm. Like its action sequences, the game's environments are admirably varied, distinct and attractive.
Overall, Mr. Kitty's Quest is a fun romp - perhaps forgettable, perhaps shallow, but humorously written, compellingly designed, soundly programmed, and in general a varied and enjoyable relief from the slew of games that try to stretch a few elements as far as they can go.
Download Mr. Kitty's Quest (EXE, ~2 MB , Suitable for everyone )
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2010.09.23 AkiraTT
There is one puzzle inside the house of the witch. It is a very easy one though


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text:
Nassau William Senior (født 26. september 1790, død 4. juni 1864) var en engelsk socialøkonom.

Senior var 1826—31 og atter 1847—52 professor i Oxford, medens han i mellemtiden og senere indtog forskellige højere administrative stillinger og var medlem af kommissioner, blandt andet til undersøgelse af industri- og navnlig fattigforhold, har sammen med Chadwick hovedfortjenesten af det engelske fattigvæsens omordning.

Senior er navnlig kendt som ophavsmand til den af Lassalle så forhånede lære om kapitalrenten som løn for kapitalejerens "afsavn" i den tid, kapitalen henstår ukonsumeret i produktionens tjeneste, — den såkaldte "afsavnsteori"; Senior opfattede økonomien som en abstrakt og teoretisk videnskab med strengt deduktiv metode.

Af Seniors værker kan nævnes: An introductory lecture on political economy (1827, fransk, italiensk og hollandsk oversættelse), An outline of the science of political economy (1835, 6. udgave 1872), Four introductory lectures on political economy (1852). I Two lectures on population (1829) imødegår han Malthus lære om overbefolkningen.

Kilder

Nationaløkonomer fra Storbritannien
Faglitterære forfattere fra England
Engelsksprogede forfattere
Briter i 1700-tallet
Briter i 1800-tallet

redpajama_set_name: RedPajamaWikipedia


text:
Adeliza de Lovaina, também conhecida como Adelícia ou Adela (Lovaina, 1103  — Abadia de Affligem, 23 de abril de 1151) foi Rainha Consorte da Inglaterra e segunda esposa do rei Henrique I. Era filha de Godofredo I de Brabante, conde de Brabante, Lovaina e de Bruxelas e duque da Baixa Lotaríngia.

Biografia
Adeliza se casou com o rei Henrique I em 2 de fevereiro de 1121, enquanto tinha entre quinze e dezoito anos e Henrique cinquenta e três anos de idade.

Acredita que a única razão de o rei ter se casado novamente era seu desejo de ter um herdeiro legítimo já que o seu único herdeiro Guilherme Adelin morrera no Naufrágio do White Ship.

Adeliza era reputadamente muito bonita e o seu pai o duque da Baixa Lotaríngia. Estes foram motivos pelo qual ela foi escolhida para esposa do rei. Porém, durante os quase quinze anos de casamento ela não deu nenhum herdeiro ao rei Henrique. Como rainha ela pouco participou da vida pública do reino.

Com a morte do rei em 1 de dezembro de 1135, ela se retirou para o mosteiro de Wilton onde ficaria por pouco tempo. Como era ainda jovem ela saiu do luto em 1139 e se casou com Guilherme d'Aubigny, Lorde de Arundel.

Adeliza passou seu último ano de vida na Abadia de Affligem e foi sepultada na capela ao lado de seu pai Godofredo I de Brabante, portanto durante a Revolução Francesa seu túmulo foi demolido e seus ossos foram depositados na reconstruída abadia de Affligem.

Ligações externas

|-
! colspan="3" style="background: #FBEC5D;" | Adeliza de LovainaCasa de Lovainac. 1103 – 23 de abril de 1151
|- style="text-align:center;"
|width="30%" align="center"| Precedida porEdite da Escócia
|width="40%" style="text-align: center;"|Rainha Consorte da Inglaterra24 de janeiro de 1121 – 23 de abril de 1151
|width="30%" align="center"| Sucedida porMatilde I, Condessa de Bolonha
|}

Rainhas consorte britânicas
Rainhas católicas
Rainhas católicas da Inglaterra
Mulheres da Inglaterra medieval
Dinastia Normanda
Duquesas da Normandia
Mulheres do século XII
Casa de Reginar
Naturais de Lovaina
Belgas do século XII
Mulheres da Bélgica medieval


Contrasting is a specific kind of comparison. Whereas in comparing you normally look for at least one feature that the two or more objects have in common, in contrasting you aim to identify the differences between them.
The RAM differs from the ROM in that it can be written into as well as read from. It is useful to differentiate between a blower and a liquid. The engine, as distinct from the earlier one, has six cylinders.
Unlike discrete-component designs, however, the microprocessor is not programmed using ... These differences are ascribed to the fact ... most fibres have both ends spun in, whereas in the case of ring-spun yarns one fibre end frequently protrudes from the yarn. A hot engine will run on a weak mixture. On the other hand, a cold engine requires a richer mixture.


text:
Titcomb's Bookshop
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Imagine You Were There... Sailing on the Mayflower (Hardcover)
By Caryn Jenner
On hand as of Jan 18 12:45pm
(Children's Nonfiction)
The Imagine You Were There... series celebrates events that changed the world and the people who made them happen. November 2019 sees the 400th anniversary of the arrival of the Mayflower, with its cargo of pilgrim families, on the shores of Massachusetts. Sailing on the Mayflower celebrates this milestone by helping readers imagine what it was like to actually be there. Fully illustrated, the book charts the voyage of the pilgrims from England via Holland, and chronicles their arrival in American and the founding of the Plymouth Colony. The book includes first-hand accounts of the voyage and early settler life, with the difficulties it brought. It also looks at the experiences of settlers in other parts of the world, and at some of the same issues that are relevant to modern-day immigrants.
Publisher: Kingfisher
Series: Imagine You Were There...
Minimum Grade Level:
Juvenile Nonfiction / History / United States
Kobo eBook (August 22nd, 2019): $9.99
Hardcover (June 11th, 2019): $14.99
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Below you will find a list of discussions in the Focus RS Guides forums at the Ford Focus RS Forum. The Focus RS Guides forum is for discussion of: This section contains How-To's and Guides for the Focus RS.
Cylinder head removal, leaving turbo in car?
Euro Recaro Shells in US-Spec RS with NO AIRBAG LIGHTS? Yes you can!


text:
Ultimate Santana
Rock · 2007
You can hear Santana channel his talents into everything from steamy salsa-rock (1970's classic "Oye Como Va") to introspective jazz (1976's "Europa (Earth's Cry, Heaven's Smile") ) to honeyed R&B-pop (the previously-unreleased "Interplanetary Party"). The new winners are "This Boy's Fire" (a fusion of Latin hip-hop beats, dancing guitar lines and the enticing voice of Jennifer Lopez) and a torrid reworking of "The Game of Love" with Tina Turner singing lead.
Into the Night (feat. Chad Kroeger)
This Boy's Fire (feat. Jennifer Lopez & Baby Bash)
Smooth (feat. Rob Thomas)
Maria Maria (feat. The Product G&B) [Radio Mix]
Corazón Espinado (feat. Maná, Maná & Santana)
Europa (Earth's Cry Heaven's Smile)
The Game of Love (feat. Tina Turner)
Put Your Lights On (feat. Everlast)
Why Don't You & I (feat. Alex Band of the Calling) [Alt. Version]
Everybody's Everything
Just Feel Better (feat. Steven Tyler)
Samba Pa' Ti
No One to Depend On
The Game of Love (feat. Michelle Branch) [Main/Radio Mix]
Interplanetary Party
℗ This Compilation (P) 2007 RCA/JIVE Label Group, a unit of Sony Music Entertainment
Just Feel Better (feat. Steven Tyler) [VIDEO]
Corazón Espinado (feat. Mana) [Video]
Chad Kroeger & Santana
Why Don't You & I (Edited Version) [feat. Alex Band of The Calling] [Edited Version]
More by Santana
Supernatural (Remastered) [Bonus Track Version]
Santana's Greatest Hits
The Essential Santana
Guitar Heaven: The Greatest Guitar Classics of All Time (Deluxe Version)
Classic Rock Essentials
Rock Classics
'70s Rock Essentials
Apple Music '70s
Solid Gold Hits
Sing-Along Essentials
Santana Essentials
Los Lonely Boys (Bonus Version)
Los Lonely Boys
Blues for Salvador
Hero - Single (feat. Josey Scott)
Chad Kroeger featuring Josey Scott
The Very Best of Chicago: Only the Beginning
Trouble Is...
Kenny Wayne Shepherd Band


Chrissy started working with Joe Clement in 1991 assisting Joe with all aspects of his real estate business. She continues to do so by offering home buyers and sellers consistent, reliable and responsive service. One of her main duties is closing coordinator. At the moment you are under contract, Chrissy steps into the process as our contract to closing coordinator. Her job is to coordinate dates, deadlines, contingencies, and all of the parties to the contract to make sure that nothing slips through the cracks. We have 150+ tasks to complete for every closing and its Chrissy's job to make sure they are handled smoothly, without stress on our clients. Continued education is also important to Chrissy which means greater value for The Clement Team's clients.
Chrissy's love for the outdoors resonates by living in the foothills in the city of Manitou Springs. With abundant trails right out your doorstep, Manitou Springs is a great community just minutes from all the conveniences of Colorado Springs.


The description of the whole triptych reads: "The scene pictured here occurred at a time when Minamoto no Yoshitsune and his half-brother, Yoritomo, had become sworn enemies. Tosabō Shōshun, a vassal of Yoritomo, had gone to Horikawa to spy on and possibly attack Yoshitsune and his encampment.
With the exception of Yoshitsune and Gozen, Toyokuni uses cariacature in his delineation of all the figures, especially Benkei and Tosabō. In striking contrast, the features of Yoshitsune and his mistress are refined and rendered without colour. However, the strength of this work resides in the grappling on the left sheet between Benkei and Tosabō. The names listed on the print include (right sheet): Suruga no Jirō Kiyoshige, Genkurō Yoshitsune, Ise no Saburō Yoshimori (upper part), Kamei Rokurō Shigekiyo, Kataoka Hachirō Hirotsune (lower part); (centre sheet): Shizuka Gozen, Kumai Tarō Tadamoto (upper part), Hori Yatarō Kagemitsu, Oumaya Kisanta (lower part); (left sheet): Musashibō Benkei and Tosabō Shōshun."
Quoted from: Japanese Warrior Prints 1646-1905 by James King and Yuriko Iwakiri, pp. 174-75. Illustrated in color at the bottom of both pages.
The full triptych owned by the Lyon Collection shows the Tsurya Kiemon publisher's seal on the right-hand panel. Since these two prints are missing that panel we can only assume that these were also published by that house.


There's no greater gift than a gift to MACOA in honor or in memory of a special person in your life. These memorials and tributes are meaningful because you are honoring someone special to you while helping MACOA fight Senior hunger and isolation. We are pleased to list the memorials and tributes on our site for the world to see!
Mr. & Mrs. Kyle & Judith Kyser, Sr.
Mr. & Mrs. Dean Mooty, Jr.
By: J. M. Wood Auction Co.
Goodwyn, Mills, and Cawood, Inc.


text:
Home Sports National Sports
RVG unveils off-season plan
by Garry Chirwa
in National Sports
Flames coach Ronny van Geneugden (RVG) has arranged special individual training programmes for national team players to help them maintain their levels of fitness during the off-season period.
RVG said in an interview he met Central Region-based players at the weekend in Lilongwe and is scheduled to meet those from the South in Blantyre today.
Super League break affects Flames coach's plans
FAM ex-co approves women's national league
Temwa's transfer second highest in 2020
RVG: It will help them maintain fitness
"This is meant to ensure that the players will be physically ready ahead of the first camping that will last for two weeks from February 5.
"When I met the players in Lilongwe, I outlined the programme today, how to do it and what I expect from them.
"I have given them at least three to four weeks of rest before they can get started. If they follow the programme, then it means we will not have to spend much time on improving their physical conditioning," he said.
The Flames mentor said much of the physical training will have to be done on the running track.
Goalkeeper Brightone Munthali, who is one of the players RVG met in Lilongwe, said the schedule will help him to maintain fitness.
"To me, it was an eye-opener and by the time we go into camp, my level of fitness will be intat," he said.
The 2017 season will end this Sunday.
Mulli replaces Seyani as Mulhako chairperson
Do it APM, or else…
Do it APM, or else...


Helios Wire, a satellite-enabled IoT connectivity company, announced today that its Pathfinder II satellite is scheduled to launch aboard Spaceflight's SSO-A SmallSat Express mission, on a SpaceX Falcon 9 rocket, Nov. 19, 2018, from Vandenberg Air Force Base, California. This is the first satellite in a constellation of up to 28 smallsats that will provide global IoT coverage.
"This is undoubtedly an exciting leap forward for us and a foundational component of our future constellation. We expect it will shake up the way people think about IoT connectivity, in terms of application types that can be layered on top of the network, specifically analytics and blockchain," explains CEO and co-founder, Scott Larson. "We're very grateful to our team and partners for helping us reach this milestone and we remain focused on expanding our market opportunities and completing our next group of satellites."
By 2020, the IoT market is expected to be worth US$581B for information and communications tech-based spend, according to a 2018 McKinsey report. (With a compound Annual Growth Rate ranging between 7 and 15%.) The report anticipates that industries related to manufacturing, transportation and logistics, and utilities will spend $40B each on IoT platforms, systems and services. While IoT sensors become cheaper thanks to design innovations, IoT security, another pain point, can also be improved by combining blockchain capabilities.
"The IoT industry is very much in a growth phase. For Helios, the goal isn't only to connect devices and aggregate data, it's also to improve the applications and services that can be layered atop the network. The ability to allow for not only machine-to-machine communication, but also machine-to-machine transactions using the blockchain, is very intriguing. It is the economy of machines and the service offering will add very real value," says Larson.
Truly global connectivity has yet to be fully addressed economically by traditional providers, and with a space-based system, connectivity and data become even more secure and accessible. Ledgers and data can be backed up in space, while small data bursts can be leveraged by both small and large organizations operating across land and sea.
"The key is finding the sweet spot in a system that is robust enough to offer the types of data rates that meet the needs of industrial applications, but also at a price point that actually allows for adoption by a wide range of customers."
Helios intends to scale to 28 microsatellites over the next five years.


One important bottleneck when visualizing large data sets is the data transfer between processor and memory. Cacheaware (CA) and cache-oblivious (CO) algorithms take into consideration the memory hierarchy to design cache efficient algorithms. CO approaches have the advantage to adapt to unknown and varying memory hierarchies. Recent CA and CO algorithms developed for 3D mesh layouts significantly improve performance of previous approaches, but they lack of theoretical performance guarantees. We present in this paper a O(N log N) algorithm to compute a CO layout for unstructured but well shaped meshes. We prove that a coherent traversal of a JV-size mesh in dimension d induces less than N/B + O(N/M1/d) cache-misses where B and M are the block size and the cache size, respectively. Experiments show that our layout computation is faster and significantly less memory consuming than the best known CO algorithm. Performance is comparable to this algorithm for classical visualization algorithm access patterns, or better when the BSP tree produced while computing the layout is used as an acceleration data structure adjusted to the layout. We also show that cache oblivious approaches lead to significant performance increases on recent GPU architectures.


text:
Medical Camps in Idukki District
Saturday, January 23, 2010 - 19:34
The Idukki district of North Kerala is located about 132 km from the Amrita Health Sciences Campus in Kochi. But that doesn't deter a group of dedicated young physicians from Amrita who travel to this tribal hamlet every month to conduct a free medical camp.
"Bringing medical care to these far-reaching places at the grass root level is a challenge, but that is what we at Amrita, have been trying to do, with the inspiration of our beloved Chancellor Amma," says Br. Dr. Jaggu, who has participated in most of these medical camps.
Dr. Jaggu is often accompanied by Dr. Sundeep, Dr. Gopi and Dr. Jagathlal, physicians at the Amrita School of Medicine. Often other doctors and interns, especially from the Department of Community Medicine, join along.
On January 17, 2010, a camp was conducted in Anthoniyar Colony, a tribal settlement in Idukki. A group of six doctors, accompanied by paramedical staff, rendered care to about 300 tribal patients. Medicines were distributed free of cost to all.
"The doctors who accompanied us were specialists in various disciplines," stated Dr. Gopi. "About 17 patients were identified to have serious medical conditions. They were referred to the AIMS for further treatment."
On November 22, 2009, a medical camp was conducted in Kanthaloor, another tribal settlement in Idukki. In addition to seeing tribal patients, the Amrita doctors also screened about 60 school children, both boys and girls, staying in a tribal hostel, for communicable diseases.
The Amrita medical team visited two nearby tribal colonies to provide palliative care to chronic bed-ridden patients. About 15 patients were identified to have serious medical illnesses and were referred to AIMS for further management.
"The vast majority of people living in these high ranges are basically farmers," stated Dr. Anirudh, intern in the Dept of Community Medicine, who also accompanied the Amrita team. "They suffer from anemia, viral fever and fungal infections; life style diseases such as hypertension and obesity are uncommon."
Known as the Spices District of Kerala, Idukki is a place far away from the busy streams of people, traffic and technology. People here live in harmony with nature, without harming the ecosystem and the natural habitats of the wild flora and fauna.
"Interacting with the people and community leaders gave us valuable information into their life and provided them with valuable support to attain a healthy, hygienic environment to live in," added Dr. Vivek, also an intern at Amrita.
All medical camps were organized in collaboration with the Amrita Jan Shikshan Sansthan (JSS) in Idukki, an initiative that works to bring vocational training opportunities to the tribal population. Swami Jnanamritananda Puri, Chairman, JSS Idukki, blessed the camps with his presence.
Health Sciences Campus, Kochi
betaadmin's blog
Amrita School of Dentistry Examinations Results - July 2017
Kuchipudi Lecture Demonstration & Gotipua Performance at ASAS Kochi
Time for the Athletes
Amrita Develops a Unique Scalable Nano Cloth and Nano Thread for Medical Use
Amrita SDG
Healthsciences Medical Camps


text:
Nestor the Chronicler
Saint Nestor the Chronicler (c. 1056 - c. 1114, in Kiev) was the reputed author of the Primary Chronicle, (the earliest East Slavic chronicle), Life of the Venerable Theodosius of the Kiev Caves, Life of the Holy Passion Bearers, Boris and Gleb, and of the so-called Reading.
Nestor was a monk of the Monastery of the Caves in Kiev from 1073. The only other detail of his life that is reliably known is that he was commissioned with two other monks to find the relics of St. Theodosius of Kiev, a mission which he succeeded in fulfilling. It is also speculated that he supported the reigning prince Svyatopolk II and his pro-Scandinavian party and disliked Greek influence in Kiev.
His chronicle begins with the Deluge, as those of most Christian chroniclers of the time did. The compiler appears to have been acquainted with the Byzantine historians; he makes use especially of John Malalas and George Hamartolus. He also had in all probability other Slavonic language chronicles to compile from, which have since been lost. Many legends are mixed up with Nestor's Chronicle; the style is occasionally so poetical that perhaps he incorporated bylinas which are now lost.
As an eyewitness he could describe only the reigns of Vsevolod I and Svyatopolk II (1078-1112), but he could have gathered many interesting details from the lips of old men, two of whom could have been Giurata Rogovich of Novgorod, who could give him information concerning the north of Rus', Pechora River, and other places, and Yan Vyshatich, a nobleman ninety years of age, who died in 1106. Many of the ethnological details given by Nestor of the various tribes of the Slavs are of the highest value.


Activision Blizzard, Inc. develops and distributes content and services on video game consoles, personal computers (PC), and mobile devices. The last earnings update was 53 days ago. More info.
AIY underperformed the Entertainment industry which returned 12.5% over the past year.
AIY underperformed the Market in Germany which returned -6% over the past year.
Activision Blizzard is good value based on earnings compared to the DE Entertainment industry average.
Activision Blizzard is good value based on earnings compared to the Germany market.
Activision Blizzard is overvalued based on assets compared to the DE Entertainment industry average.
Activision Blizzard has a total score of 2/6, see the detailed checks below.
Activision Blizzard's earnings growth is expected to exceed the low risk savings rate of 0.2%.
Activision Blizzard's earnings growth is positive but not above the Germany market average.
Activision Blizzard's revenue growth is positive but not above the Germany market average.
Activision Blizzard's earnings growth has exceeded the DE Entertainment industry average in the past year (564.1% vs -6%).
Activision Blizzard used its assets more efficiently than the DE Entertainment industry average last year based on Return on Assets.
Current annual income from Activision Blizzard dividends. Estimated to be 0.87% next year.
If you bought €2,000 of Activision Blizzard shares you are expected to receive €16 in your first year as a dividend.
Activision Blizzard's pays a lower dividend yield than the bottom 25% of dividend payers in Germany (1.43%).
Activision Blizzard's dividend is below the markets top 25% of dividend payers in Germany (3.71%).
Activision Blizzard is not paying a notable dividend for Germany, therefore no need to check if the payments are stable.
Activision Blizzard is not paying a notable dividend for Germany, therefore no need to check if the payments are increasing.
No need to calculate the sustainability of Activision Blizzard's dividends as it is not paying a notable one for Germany.
Bobby's remuneration is higher than average for companies of similar size in Germany.


text:
Wiesław Schier (ur. 1932, zm. 23 lipca 2011 w Warszawie) – inżynier, polski modelarz lotniczy, konstruktor modelarski, zawodnik modelarstwa sportowego.

Życiorys
Jako przyszły inżynier mechanik w 1944 r. zainteresował się z modelarstwem. Po wojnie w 1948 r. zdobywa wiedzę i umiejętności modelarskie na kursie instruktorów modelarstwa lotniczego prowadzonym przez Ligę Lotniczą, był najmłodszym instruktorem modelarstwa w tamtych latach w Polsce.
W latach 1947–1950 prowadzi pracownię techniczną Ligi Lotniczej w Siedlcach, przez 4 lata Ośrodek Badawczy Ligi Przyjaciół Żołnierza w Warszawie. Schier równocześnie pracował z młodzieżą jako instruktor modelarski oraz startował jako zawodnik w zawodach modelarskich, był konstruktorem ponad 120 różnych modeli lotniczych. Jednym z najbardziej znanych konstrukcji modelarskich w Polsce był "Wicherek". "Wicherek" zaprojektował i zbudował Shier w 1957 r., był to model uniwersalny który był budowany przez modelarzy w różnych wersjach: z silnikiem spalinowym, z silnikiem elektrycznym, na uwięzi a także jako szybowiec latający na zboczu. Plany modelu ukazały się w "Miniaturowym lotnictwie" a dzięki prostej konstrukcji i łatwo dostępnym materiałom do budowy stał się najpopularniejszym modelem w Polsce. W czerwcu 2017 roku w Jeżowie Sudeckim odbył się Piknik Modelarski hasłem pod hasłem 60. urodziny modelu "Wicherek", zaprojektowanego przez Wiesława Schiera.
Schier był autorem publikacji w czasopismach modelarskich krajowych i zagranicznych, jest autorem 15 książek dla modelarzy zarówno początkujących, jak i zaawansowanych.

Sport modelarski
Jako zawodnik Aeroklubu Warszawskiego startował w zawodach krajowych oraz międzynarodowych. W sporcie modelarskim zdobył 13 tytułów mistrza i wicemistrza Polski, 3 rekordy Polski.

Zawody modelarskie
Najważniejsze starty w zawodach:
 II Mistrzostwa Polski Modeli Latających kategoria F1B, I miejsce (1957),
 XII Ogólnopolskie Zawody Szybowców Zboczowych F3B I miejsce (1965),
 Korespondencyjne Zawody – Polska (Warszawa) – NRD (Görlitz) (1957) I miejsce
 Mistrzostwa Europy w kategorii F1C (1958)
 VI Międzynarodowe Zawody Modeli Latających Państw Demokracji Ludowej w Budapeszcie, kategoria F1C – V miejsce (1958), Polska zespołowo zajęła I miejsce,
 Mistrzostwa Europy w Bukareszcie.

Rekordy
 rekord Polski, lot szybki na uwięzi (1955),
 rekordy polski zdobyty w Lisich Kątach, rekord długotrwałości lotu: 55 minut 56 sekund,
 rekord wysokości lotu: 650m, model szybowca RC z napędem mechanicznym klasy F3BiC.

Publikacje
Wiesław Schier opublikował ponad 100 artykułów czasopismach modelarskich Modelarz oraz "Miniaturowe lotnictwo", jest autorem 15 książek z dziedziny modelarstwa lotniczego i historii lotnictwa. Niektóre książki:
 "Informator małej techniki-Lotnictwo" wyd Iskra (1965)
 "Wakacje z latawcem" (z Marią Schier) wyd WKŁ (1967)
 "Samoloty w historii i miniaturze" wyd WKŁ (1973)
 "Miniaturowe silniki spalinowe" wyd WKŁ (1976)
 "ABC miniaturowego lotnictwa" wyd WKŁ (1977)
 "Miniaturowe lotnictwo" wyd WKŁ (1978)
 "Najsłynniejsze polskie sportowe samoloty wyczynowe" wyd WKŁ (2008)

Odznaczenia i wyróżnienia
 Nagroda Ministra Obrony Narodowej II stopnia
 Złota Odznaka Modelarska z trzema diamentami

Przypisy

Bibliografia
 Stefan Smolis "1000 słów o modelarstwie" wydawnictwo MON 1987 r. .

Linki zewnętrzne
 Wiesław Schier, wspomnienie, dlapilota.pl

Polscy modelarze
Urodzeni w 1932
Zmarli w 2011


text:
Home Contacts FAQ
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2019 Game Release
Skidrow Game Reloaded » 10tons Ltd
DYSMANTLE v0.6.6.12 (upd.21.01.2021)
Early Access FREE DOWNLOAD Latest version TORRENT
DYSMANTLE — RPG with a bit of humor and action. Your character was saved only thanks to the bunker. The world was struck by an unknown infection. But the time has come when the main character is forced to go upstairs and explore the world. As a result, the man discovers a house overgrown with grass, many animals, living people, but also monsters. Your task is to help a person adapt in a world where new rules reign. The main character will be hindered in every possible way by monsters, of which there are plenty on the island. There are no more shops.
This game has been updated 21-01-2021, 03:51 to the latest version v0.6.6.12 (upd.21.01.2021).
Games PC / Adventure Games
Admin from 21-01-2021, 03:27
Tesla Force v1.03 (upd.04.12.2020)
Tesla Force — is a sequel to Tesla vs. Lovecraft, a top-down shooter. The game takes us to an alternate reality, the existence of which is threatened by creatures straight from Lovecraft's horror novels. The game takes place on different maps, each of which is divided into several levels. The world is procedurally generated, so every time we start playing, we have to face different challenges. During the game, we are primarily concerned with eliminating hordes of opponents. There are several types of opponents waiting to be defeated, which we defeat using a vast arsenal of retro-futuristic weapons.
This game has been updated 4-12-2020, 08:05 to the latest version v1.03 (upd.04.12.2020).
Admin from 4-12-2020, 04:01
Undead Horde v1.0.5 - SKIDROW
SKIDROW Full game FREE DOWNLOAD Latest version TORRENT
Undead Horde — a new game in the style of role-playing action, where you take on the role of a necromancer. Your task will be to kill all the living that stand in your way. A feature of the gameplay can be noted that all of your dead victims you can turn into undead, making them your slaves and including them in the army. The army will gradually grow, gaining strength and power. You will go to seize the lands of your rival in order to gain power on the entire planet, creating from all the living, walking, soulless dead.
This game has been updated 21-05-2019, 13:36 to the latest version v1.0.5.
Games PC / RPG Games
Tesla vs Lovecraft v1.0.7 - GOG
GOG Full game FREE DOWNLOAD Latest version TORRENT
Tesla vs Lovecraft is a crazy action game with a view from above, in which you will play for Nikola Tesla, a man whose lab was destroyed by the terrible monsters of the legendary Lovecraft. The plot of the game revolves around the opposition of the invention of Lovecraft and Nikola Tesla. For a long time, the scientist sat in his laboratory and produced a variety of pieces, including powerful energy weapons. But all of a sudden the laboratory is attacked by creatures, scary monsters created by the legendary Lovecraft. Now begins the battle, the battle between the most famous personalities of the game world, and you will play a major role in this battle.
Factorio v1.0 + ModPack
Euro Truck Simulator 2 v1.39.4.5s + DLC
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My Summer Car v14.01.2021
PixARK v1.117 (upd.11.01.2021) + DLC Skyward
CS GO / Counter-Strike Global Offensive v1.37.7.6
Stationeers v0.2.2724.13197
Rust v2275 (upd.07.01.2021)
Don't Starve Together v446681
Mashinky v0.60.108 (upd.22.01.2021)
22/12/2020 Assassin's Creed Valhalla
28/10/2020 Watch Dogs Legion
06/07/2020 F1 2020
11/06/2020 Maneater
08/05/2020 Bleeding Edge
12/04/2020 Realms Beyond Ashes of the Fallen
12/04/2020 ILL Space
18/10/2019 Kerbal Space Program 2
13/10/2019 Tom Clancys Ghost Recon Breakpoint
06/10/2019 House Flipper City
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Car antennas are designed to enhance the radio signal. If you live in an area with poor signal, it is better to put an external antenna on the vehicle body. If you need a good reception in the city, stop your choice on the in-car active antenna.
Car antennas are: cut-in roof, fender or bumper; telescopic; magnetic; electric; active with built-in amplifier. Depending on the chosen model of the antenna and its installation.
For the cut-in antenna in the roof, remove or peel back the roof lining. Disassemble the side stand.
The hole for the antenna, drill outside on the roof. Cover the hole with waterproof sealant and secure the antenna, passing the wire down the cabin.
Let the wire on the roof under the sheathing, then through the rack. Get it for the torpedo to the radio.
The unit remove. Connect the aerial plug into a special socket at the rear of the radio.
If the antenna is active, connect the power. From the active antenna there are two wires and a plug. Black wire connect to ground. The other wire plug that goes from the antenna – blue or blue with a white stripe. The instructions for the radio it is referred to as the wire for the active antenna.
After connecting all the wires, install the radio. Test the radio. If you're connected correctly, secure the stereo.
Before connecting the in-car antenna, good clean glass. Warm the car on cold glass worse glued with adhesive tape.
Wipe the surface and degrease it. This is usually included with the antenna are alcohol wipes.
The very "pill" antenna mount on top of the glass on the right. To her "antennae", which will place and stick to the left and down.
All of the in-car antenna active, so they are three wire. Put them on the rack, attaching to the main harness with electrical tape or clamps.
The black wire attach to ground (body). Another with plug insert the plug of the recorder, the third plug on the power supply output.
Modern multimedia system with all its convenience and functionality, the accept signal is not very good. So be prepared for the fact that even in the city the reception of channels is not very clear and limited to a few popular radio stations.


A personalised frame for Dad's and rugby fanatics alike. Perfect for Fathers Day!
Show a loved one just how much they mean to you with our beautifully framed prints. Include a name and activity of your choice to create a personalised print..
Handmade black or white solid wood photo frame.
Choose your choice of rugby stadium and personalised name or family member.


text:
Q: Finding the cos of an angle in java I was asked to find the cos following this equation:
I was able to find the sin of the angle, however when finding the cos, the number I would get is quite different from the correct value:
I used the following code for finding the cos.
ps: I can't use math.cos

public static double cos(double x, int n){

    // declaring cos and factorial

    double cos = 0.0;

    // this loop determines how long does the loop go so the answer is more accurate
    for (long howlong = 1 ; howlong <=n; howlong++){
        double factorial =1;

    // this will calculate the factorial for even numbers ex/ 2*2 = 4 , 4-2 = 2
    // for the denominator

    for (int factorialnumber=1; factorialnumber<=2*howlong-2; factorialnumber++){
        factorial = factorial * howlong;

    }

    // now we need to create the pattern for the + and -
    // so we use % that switches the sign everytime i increments by 1

    if (howlong%2==1){
        cos = cos + (double) (Math.pow(x, 2*howlong-2)/factorial);
    }

    else{
        cos = cos - (double) (Math.pow(x, 2*howlong-2)/factorial);
    }
    }
    return cos;
}

edit: I figured out my mistake as it was multiplying the factorial by how long instead of factorial number.

A: You have two bugs.
(Bug 1) Where you wrote
factorial = factorial * howlong;

it should have been
factorial = factorial * factorialnumber;

(Bug 2) You're not resetting your factorials on each iteration through the outer loop.  So you need to move the line
double factorial =1;

down a couple of lines, so that it's inside the outer loop.
If you make those two changes, then the result of cos(Math.PI / 6, 10) is 0.8660254037844386 which seems correct to me.

A: The computation of your factorial was wrong.
Try it with this code:
public static double cos(double x, int n) {

    // declaring cos and factorial

    double cos = 0.0;

    // this loop determines how long does the loop go so the answer is more
    // accurate
    for (long howlong = 1; howlong <= n; howlong++) {

        // now we need to create the pattern for the + and -
        // so we use % that switches the sign everytime i increments by 1

        if (howlong % 2 == 1) {
            cos = cos + Math.pow(x, 2 * howlong - 2) / factorial(2 * howlong - 2);
        }

        else {
            cos = cos - Math.pow(x, 2 * howlong - 2) / factorial(2 * howlong - 2);
        }
    }
    return cos;
}

public static long factorial(long n) {
    long result = 1;
    for (int i = 2; i <= n; i++) {
        result *= i;
    }
    return result;
}

A: Your calculation is not correct, please change to
 double value = 1;
            for (int factorialnumber = 1; factorialnumber <= 2 * howlong - 2; factorialnumber++) {
                value = factorialnumber * value;
            }

            factorial = value;
            System.out.println(value + " " + (2 * howlong - 2));


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According to some sources, the figure is broadly in line with official data.
But, if you played that video, you heard the reaction she got.
Perhaps some people are taking a bigger slice of the police salary pie than they should?
And isn't that typical of Tory government?
Do you really want this woman to be Home Secretary after June 8?
You know what to do about it!
The same could be said of Hunt with any worker in the NHS he wouldn't have a clue either.
Her Diane Abbott moment. At least going to a conference she should have prepared some real facts not what her Con puppets in Police higher management briefed her. Maybe overtime is in the average earnings figure but that's because of police cutbacks or including London type weightings sounds like a fudged PR figure.