• In a bold twist of fate, the employees of xAI have decided that their faces aren't for sale—especially not to Grok, which apparently wants to turn their visages into training data! Who would have thought that registering one's face would become the ultimate test of workplace loyalty? Maybe next, they'll ask for a DNA sample to ensure the AI is getting the 'real' human experience. After all, nothing screams “trustworthy AI” quite like a facial recognition system built on the unwilling faces of its creators. Stay tuned for the next episode: "Grok’s Quest for the Perfect Face!"

    #xAI #Grok #FacialRecognition #AITraining #TechSatire
    In a bold twist of fate, the employees of xAI have decided that their faces aren't for sale—especially not to Grok, which apparently wants to turn their visages into training data! Who would have thought that registering one's face would become the ultimate test of workplace loyalty? Maybe next, they'll ask for a DNA sample to ensure the AI is getting the 'real' human experience. After all, nothing screams “trustworthy AI” quite like a facial recognition system built on the unwilling faces of its creators. Stay tuned for the next episode: "Grok’s Quest for the Perfect Face!" #xAI #Grok #FacialRecognition #AITraining #TechSatire
    ARABHARDWARE.NET
    موظفو xAI يرفضون تدريب Grok بسبب طلب تسجيل وجوههم
    The post موظفو xAI يرفضون تدريب Grok بسبب طلب تسجيل وجوههم appeared first on عرب هاردوير.
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  • Hey everyone! Are you curious about AllPornComic? It's not just another collection of clichéd scenes; it dives deep into narratives that truly resonate with us! This platform offers an exciting blend of creativity and storytelling, appealing to those who crave more than just the surface. Let's embrace this vibrant world of comic art that speaks to our experiences and desires! Remember, exploration is the key to understanding our passions! Keep shining and stay curious!

    #AllPornComic #CreativeStorytelling #ExploreYourPassions #PositiveVibes #ArtAndNarrative
    🌟 Hey everyone! 🌟 Are you curious about AllPornComic? It's not just another collection of clichéd scenes; it dives deep into narratives that truly resonate with us! 📚✨ This platform offers an exciting blend of creativity and storytelling, appealing to those who crave more than just the surface. Let's embrace this vibrant world of comic art that speaks to our experiences and desires! 🌈💖 Remember, exploration is the key to understanding our passions! Keep shining and stay curious! 😊✨ #AllPornComic #CreativeStorytelling #ExploreYourPassions #PositiveVibes #ArtAndNarrative
    AllPornComic attire les curieux mais ce qu’il propose va beaucoup plus loin
    Vous cherchez du porno comic qui vous parle, pas juste un enchaînement de scènes clichées […] Cet article AllPornComic attire les curieux mais ce qu’il propose va beaucoup plus loin a été publié sur REALITE-VIRTUELLE.COM.
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  • Exciting news from the United Nations! They are using the power of artificial intelligence to design virtual refugees! This groundbreaking initiative not only highlights the creativity of technology but also emphasizes our shared humanity. Imagine how these virtual representations can help raise awareness and foster understanding about the challenges faced by real refugees around the world. Together, we can create a more compassionate future! Let’s spread the word and support this inspiring project!

    #UnitedNations #ArtificialIntelligence #VirtualRefugees #Compassion #Innovation
    ✨ Exciting news from the United Nations! 🌍 They are using the power of artificial intelligence to design virtual refugees! This groundbreaking initiative not only highlights the creativity of technology but also emphasizes our shared humanity. 💖 Imagine how these virtual representations can help raise awareness and foster understanding about the challenges faced by real refugees around the world. Together, we can create a more compassionate future! Let’s spread the word and support this inspiring project! 🌟 #UnitedNations #ArtificialIntelligence #VirtualRefugees #Compassion #Innovation
    ARABHARDWARE.NET
    الأمم المتحدة تصمم لاجئين افتراضيين باستخدام الذكاء الاصطناعي
    The post الأمم المتحدة تصمم لاجئين افتراضيين باستخدام الذكاء الاصطناعي appeared first on عرب هاردوير.
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  • Amazon Prime Day is here again, and it’s stretched out to four days. If you’re into pet stuff, there are some deals. Like, automatic litter boxes and even DNA test kits for pets. I guess that’s cool if you care.

    Just another day of scrolling through sales. Not much excitement, really. But hey, if you need a new pet gadget, maybe check it out. Or not.

    #AmazonPrimeDay #PetDeals #LazyShopping #Boredom #PetGadgets
    Amazon Prime Day is here again, and it’s stretched out to four days. If you’re into pet stuff, there are some deals. Like, automatic litter boxes and even DNA test kits for pets. I guess that’s cool if you care. Just another day of scrolling through sales. Not much excitement, really. But hey, if you need a new pet gadget, maybe check it out. Or not. #AmazonPrimeDay #PetDeals #LazyShopping #Boredom #PetGadgets
    18 Best Prime Day Pet Deals on Amazon (2025)
    Amazon Prime Day has expanded to four days. From automatic litter boxes to at-home DNA test kits, these are the best pet-related deals we’ve found.
    1 Yorumlar 0 hisse senetleri 0 önizleme
  • Ah, DreamWorks! That magical land where the sun always shines, and animated penguins can sing better than most of us in the shower. A studio that has been spinning its whimsical web of nostalgia since the dawn of time, or at least since the late '90s, when they decided that making ogres feel relatable was the new black.

    So, what's this I hear? A documentary detailing the illustrious history of DreamWorks? Because clearly, we all needed a deep dive into the riveting saga of a studio that has made more animated films than there are flavors of ice cream. I mean, who doesn’t want to know the backstory behind the creation of Shrek 25 or the emotional journey of a dragon who can’t decide if it wants to befriend a Viking or roast him on a spit?

    The podcast team behind 12 FPS is bringing us this "ambitious" documentary, where I can only assume they will unveil the "secret" techniques used to create those iconic characters. Spoiler alert: it involves a lot of caffeine, sleepless nights, and animators talking to their cats for inspiration. Yes, I await with bated breath to see the archival footage of the early days, where perhaps we’ll witness the groundbreaking moment someone said, “What if we made a movie about a talking donkey?” Truly, groundbreaking stuff.

    And let's not overlook the "success" part of their journey. Did we really need a documentary to explain that? I mean, it’s not like they’ve been raking in billions while we sob over animated farewells. The financial success is practically part of their DNA at this point—like a sequel to a beloved movie that no one asked for, but everyone pretends to love.

    If you’re lucky, maybe the documentary will even reveal the elusive DreamWorks formula: a sprinkle of heart, a dash of pop culture reference, and just enough celebrity voices to keep the kids glued to their screens while parents pretend to be interested. Who wouldn’t want to see behind the curtain and discover how they managed to capture our hearts with a bunch of flying fish or a lovable giant who somehow manages to be both intimidating and cuddly?

    But hey, in a world where we can binge-watch a 12-hour documentary on the making of a sandwich, why not dedicate a few hours to DreamWorks’ illustrious past? After all, nothing screams ‘cultural significance’ quite like animated characters who can break into song at the most inappropriate moments. So grab your popcorn and prepare for the ride through DreamWorks: the history of a studio that has made us laugh, cry, and occasionally question our taste in movies.

    #DreamWorks #AnimationHistory #12FPS #Documentary #ShrekForever
    Ah, DreamWorks! That magical land where the sun always shines, and animated penguins can sing better than most of us in the shower. A studio that has been spinning its whimsical web of nostalgia since the dawn of time, or at least since the late '90s, when they decided that making ogres feel relatable was the new black. So, what's this I hear? A documentary detailing the illustrious history of DreamWorks? Because clearly, we all needed a deep dive into the riveting saga of a studio that has made more animated films than there are flavors of ice cream. I mean, who doesn’t want to know the backstory behind the creation of Shrek 25 or the emotional journey of a dragon who can’t decide if it wants to befriend a Viking or roast him on a spit? The podcast team behind 12 FPS is bringing us this "ambitious" documentary, where I can only assume they will unveil the "secret" techniques used to create those iconic characters. Spoiler alert: it involves a lot of caffeine, sleepless nights, and animators talking to their cats for inspiration. Yes, I await with bated breath to see the archival footage of the early days, where perhaps we’ll witness the groundbreaking moment someone said, “What if we made a movie about a talking donkey?” Truly, groundbreaking stuff. And let's not overlook the "success" part of their journey. Did we really need a documentary to explain that? I mean, it’s not like they’ve been raking in billions while we sob over animated farewells. The financial success is practically part of their DNA at this point—like a sequel to a beloved movie that no one asked for, but everyone pretends to love. If you’re lucky, maybe the documentary will even reveal the elusive DreamWorks formula: a sprinkle of heart, a dash of pop culture reference, and just enough celebrity voices to keep the kids glued to their screens while parents pretend to be interested. Who wouldn’t want to see behind the curtain and discover how they managed to capture our hearts with a bunch of flying fish or a lovable giant who somehow manages to be both intimidating and cuddly? But hey, in a world where we can binge-watch a 12-hour documentary on the making of a sandwich, why not dedicate a few hours to DreamWorks’ illustrious past? After all, nothing screams ‘cultural significance’ quite like animated characters who can break into song at the most inappropriate moments. So grab your popcorn and prepare for the ride through DreamWorks: the history of a studio that has made us laugh, cry, and occasionally question our taste in movies. #DreamWorks #AnimationHistory #12FPS #Documentary #ShrekForever
    DreamWorks : découvrez ce documentaire sur l’Histoire du studio d’animation
    L’équipe du podcast 12 FPS dévoile son nouveau projet : un ambitieux documentaire sur le studio d’animation DreamWorks. Des origines aux projets les plus récents, des premières tentatives au succès mondial, vous découvrirez ici les coulis
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  • A routine test for fetal abnormalities could improve a mother’s health

    Science & technology | Hidden in plain sightA routine test for fetal abnormalities could improve a mother’s healthStudies show these can help detect pre-eclampsia and predict preterm births Illustration: Anna Kövecses Jun 11th 2025WHEN NON-INVASIVE prenatal testingarrived in 2011, it transformed pregnancy. With a simple blood test, scientists could now sweep a mother’s bloodstream for scraps of placental DNA, uncovering fetal genetic defects and shedding light on the health of the unborn baby. But the potential to monitor the mother’s health went largely unappreciated.Explore moreThis article appeared in the Science & technology section of the print edition under the headline “Testing time”From the June 14th 2025 editionDiscover stories from this section and more in the list of contents⇒Explore the editionReuse this content
    #routine #test #fetal #abnormalities #could
    A routine test for fetal abnormalities could improve a mother’s health
    Science & technology | Hidden in plain sightA routine test for fetal abnormalities could improve a mother’s healthStudies show these can help detect pre-eclampsia and predict preterm births Illustration: Anna Kövecses Jun 11th 2025WHEN NON-INVASIVE prenatal testingarrived in 2011, it transformed pregnancy. With a simple blood test, scientists could now sweep a mother’s bloodstream for scraps of placental DNA, uncovering fetal genetic defects and shedding light on the health of the unborn baby. But the potential to monitor the mother’s health went largely unappreciated.Explore moreThis article appeared in the Science & technology section of the print edition under the headline “Testing time”From the June 14th 2025 editionDiscover stories from this section and more in the list of contents⇒Explore the editionReuse this content #routine #test #fetal #abnormalities #could
    WWW.ECONOMIST.COM
    A routine test for fetal abnormalities could improve a mother’s health
    Science & technology | Hidden in plain sightA routine test for fetal abnormalities could improve a mother’s healthStudies show these can help detect pre-eclampsia and predict preterm births Illustration: Anna Kövecses Jun 11th 2025WHEN NON-INVASIVE prenatal testing (NIPT) arrived in 2011, it transformed pregnancy. With a simple blood test, scientists could now sweep a mother’s bloodstream for scraps of placental DNA, uncovering fetal genetic defects and shedding light on the health of the unborn baby. But the potential to monitor the mother’s health went largely unappreciated.Explore moreThis article appeared in the Science & technology section of the print edition under the headline “Testing time”From the June 14th 2025 editionDiscover stories from this section and more in the list of contents⇒Explore the editionReuse this content
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  • AU Deals: Today's Hottest AAA Discounts to Heat Up Your Game Cave Winter Hibernation

    Winter is well and truly biting, but this fresh crop of game deals is bringing the heat. From mythological mayhem to pocket-sized platformers, there’s something here for every taste and timeframe. If your digital shelf could use a mid-year injection of chaos, charm, or challenge, this week’s offerings are primed to please.This Day in Gaming In retro news, I’m lighting a 26‑candle cake for Silent Hill, the fog‑laden survival horror fest that kept '99-era me perched on a seat with barely 2% of the surface area of one butt cheek. I still remember tentatively sweeping my flashlight across those grainy, polygonal streets, only to have the beam half illuminate some scurrying something in the dark.
    Though the OG Resident Evil certainly vexed me first, the unique magic of Silent Hill lay in how its graphical limitations—thick fog and encroaching darkness—became tools of terror rather than platform limitations. Every ring of static from your radio or *that* air raid siren heralding the "other plane" of this madhouse could ratchet up the dread in an instant. Lastly, I recall working game retail at launch and having to help absolutely bloody everybody with a solution to the piano puzzle.Tank controls andbugger all visibility. OG Silent Hill was terrifying.Aussie bdays for notable games- Silent Hill1999. Redux- Marvel vs. Capcom 22000. Redux- The Conduit2009. eBay- Monster Hunter Generations2016. eBayContentsNice Savings for Nintendo SwitchAvailable now!Nintendo Switch 2 ConsoleNintendo Switch 2 + Mario Kart WorldNintendo kicks things off with Persona 5 Royal for Aa lavishly expanded edition of the genre-defining RPG whose original director Katsura Hashino was inspired by Carl Jung’s theories of the psyche. Also worth nabbing is Bravely Default II at Aa spiritual twinner to the Final Fantasy titles that’s cheekily packed with nostalgic mechanics like turning off random encounters to power-level in peace.Persona 5 Royal- ABravely Default II- ASonic Frontiers- ASonic x Shadow Generations- ANBA 2K25- AMetal Gear Col.- AExpiring Recent DealsOr gift a Nintendo eShop Card.Switch Console PricesHow much to Switch it up?Switch OLED + Mario Wonder: $̶5̶3̶9̶ |
    Switch Original: $̶4̶9̶9̶ |
    Switch OLED Black: $̶5̶3̶9̶ |
    Switch OLED White: $̶5̶3̶9̶ ♥ |
    Switch Lite: $̶3̶2̶9̶ |
    Switch Lite Hyrule: $̶3̶3̶9̶ See itBack to topExciting Bargains for Xbox Over on Xbox Series X, Warhammer 40,000: Space Marine 2 is slashing skulls and prices at Afinally giving fans the long-awaited sequel to one of gaming’s most satisfyingly weighty shooters. Suicide Squad: Kill the Justice League is an outrageous Aand despite its rocky reception, it’s a fascinating look at how Batman: Arkham devs tried to blend looter-shooter DNA into their universe.40K Space Marine 2- ASuicide Squad: KTJL- AWild Hearts- AAvatar: Pandora Gold Ed.- AHogwarts Legacy- AXbox OneTopSpin 2K25- ASunset Overdrive- AAlan Wake Rem.- AExpiring Recent DealsThe Witcher 3 Comp.- ATekken 8- ANBA 2K25- AFarming Simulator 25- AFC 25- ARed Dead Redemption 2- ALies of P- ALego Jurassic World- AOr just invest in an Xbox Card.Xbox Console PricesHow many bucks for a 'Box? Series X: $̶7̶9̶9̶ |
    Series S Black: $̶5̶4̶9̶ |
    Series S White:$̶4̶9̶9̶ |
    Series S Starter: N/ASee itBack to topPure Scores for PlayStationFor PS5 players, Marvel’s Spider-Man: Miles Morales swings down to Aletting you sling through Harlem while wearing everything from a Bodega Cat suit to a Spider-Verse frame-rate filter. Meanwhile, Ratchet & Clank: Rift Apart for Ais a tech marvel that started life as a PS4 title, before being fully rebuilt to show off the PS5’s SSD.PS4God of War Ragnarök- AGran Turismo 7- AWatch Dogs: Legion- AExpiring Recent DealsPS+ Monthly FreebiesYours to keep from May 1 with this subscriptionArk: Survival AscendedBalatroWarhammer 40,000: BoltgunOr purchase a PS Store Card.What you'll pay to 'Station.PS5 + Astro Bot:$̶7̶2̶4̶.9̶5̶ |
    PS5 Slim Disc:$̶7̶9̶9̶ |
    PS5 Slim Digital:6̶7̶9̶ |
    PS5 Pro $̶1̶,1̶9̶9̶ |
    PS VR2: |
    PS VR2 + Horizon: |
    PS Portal: See itBack to topPurchase Cheap for PCOn PC, Resident Evil 4 is a steal at Aa stunning remake where the developers added extra charm to Leon’s famous “Where’s everyone going, bingo?” line by letting players unlock vintage filters that emulate 2005-era graphics. Also notable is Lies of P at Athe Pinocchio-meets-Bloodborne mash-up that lets you lie in dialogue choices for combat perks.Lies of P- AThe Alters- AClair Obscur: Expedition 33- ASilent Hill 2- AForza Horizon 5- AResident Evil 4- AExpiring Recent DealsOr just get a Steam Wallet CardPC Hardware PricesSlay your pile of shame.Official launch in NovSteam Deck 256GB LCD: |
    Steam Deck 512GB OLED: |
    Steam Deck 1TB OLED: See it at SteamLaptop DealsDesktop DealsLenovo neo 50a G5 27" AIO– ALenovo neo 50q G4 Tiny– ALenovo neo 50t G5 Tower– ALegion Tower 5i G8– AMonitor DealsSamsung QE50T 50"– AARZOPA 16.1" 144Hz– AZ-Edge 27" 240Hz– AGawfolk 34" WQHD– ALG 27" Ultragear– AComponent DealsStorage DealsBack to topLegit LEGO DealsExpiring Recent DealsBack to topHot Headphones DealsAudiophilia for lessBose QuietComfort Ultra Wireless– ASoundcore by Anker Q20i– ASony MDR7506 Professional– ATechnics Premium– ABose SoundLink Flex– AJBL Charge 5 - Portable Speaker– AJBL Flip Essential 2 Waterproof Speaker– ASony SRS-XB100 Travel Speaker– AUltimate Ears Boom 3 Portable Speaker– ASamsung Galaxy Buds2 Pro– ASennheiser Momentum 4 Wireless– ABack to topTerrific TV DealsDo right by your console, upgrade your tellyLG 43" UT80 4K– AKogan 65" QLED 4K– AKogan 55" QLED 4K– ALG 55" UT80 4K– APrism+ Q75 Ultra 75" 4K QLED– AGaimoo Mini Projector 1080p w/ 4K– AGooDee 4K Projector– AVOPLLS Mini Projector 4K– AXuanPad Mini Projector– ALG S70TY Q Series Sound Barn*-22%) – ASony HTG700 Atmos Soundbar– AYamaha NS-SW050 Subwoofer– ASmart Home DealsBack to top Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.
    #deals #today039s #hottest #aaa #discounts
    AU Deals: Today's Hottest AAA Discounts to Heat Up Your Game Cave Winter Hibernation
    Winter is well and truly biting, but this fresh crop of game deals is bringing the heat. From mythological mayhem to pocket-sized platformers, there’s something here for every taste and timeframe. If your digital shelf could use a mid-year injection of chaos, charm, or challenge, this week’s offerings are primed to please.This Day in Gaming 🎂In retro news, I’m lighting a 26‑candle cake for Silent Hill, the fog‑laden survival horror fest that kept '99-era me perched on a seat with barely 2% of the surface area of one butt cheek. I still remember tentatively sweeping my flashlight across those grainy, polygonal streets, only to have the beam half illuminate some scurrying something in the dark. Though the OG Resident Evil certainly vexed me first, the unique magic of Silent Hill lay in how its graphical limitations—thick fog and encroaching darkness—became tools of terror rather than platform limitations. Every ring of static from your radio or *that* air raid siren heralding the "other plane" of this madhouse could ratchet up the dread in an instant. Lastly, I recall working game retail at launch and having to help absolutely bloody everybody with a solution to the piano puzzle.Tank controls andbugger all visibility. OG Silent Hill was terrifying.Aussie bdays for notable games- Silent Hill1999. Redux- Marvel vs. Capcom 22000. Redux- The Conduit2009. eBay- Monster Hunter Generations2016. eBayContentsNice Savings for Nintendo SwitchAvailable now!Nintendo Switch 2 ConsoleNintendo Switch 2 + Mario Kart WorldNintendo kicks things off with Persona 5 Royal for Aa lavishly expanded edition of the genre-defining RPG whose original director Katsura Hashino was inspired by Carl Jung’s theories of the psyche. Also worth nabbing is Bravely Default II at Aa spiritual twinner to the Final Fantasy titles that’s cheekily packed with nostalgic mechanics like turning off random encounters to power-level in peace.Persona 5 Royal- ABravely Default II- ASonic Frontiers- ASonic x Shadow Generations- ANBA 2K25- AMetal Gear Col.- AExpiring Recent DealsOr gift a Nintendo eShop Card.Switch Console PricesHow much to Switch it up?Switch OLED + Mario Wonder: $̶5̶3̶9̶ | Switch Original: $̶4̶9̶9̶ | Switch OLED Black: $̶5̶3̶9̶ | Switch OLED White: $̶5̶3̶9̶ ♥ | Switch Lite: $̶3̶2̶9̶ | Switch Lite Hyrule: $̶3̶3̶9̶ See itBack to topExciting Bargains for Xbox Over on Xbox Series X, Warhammer 40,000: Space Marine 2 is slashing skulls and prices at Afinally giving fans the long-awaited sequel to one of gaming’s most satisfyingly weighty shooters. Suicide Squad: Kill the Justice League is an outrageous Aand despite its rocky reception, it’s a fascinating look at how Batman: Arkham devs tried to blend looter-shooter DNA into their universe.40K Space Marine 2- ASuicide Squad: KTJL- AWild Hearts- AAvatar: Pandora Gold Ed.- AHogwarts Legacy- AXbox OneTopSpin 2K25- ASunset Overdrive- AAlan Wake Rem.- AExpiring Recent DealsThe Witcher 3 Comp.- ATekken 8- ANBA 2K25- AFarming Simulator 25- AFC 25- ARed Dead Redemption 2- ALies of P- ALego Jurassic World- AOr just invest in an Xbox Card.Xbox Console PricesHow many bucks for a 'Box? Series X: $̶7̶9̶9̶ 👑| Series S Black: $̶5̶4̶9̶ | Series S White:$̶4̶9̶9̶ | Series S Starter: N/ASee itBack to topPure Scores for PlayStationFor PS5 players, Marvel’s Spider-Man: Miles Morales swings down to Aletting you sling through Harlem while wearing everything from a Bodega Cat suit to a Spider-Verse frame-rate filter. Meanwhile, Ratchet & Clank: Rift Apart for Ais a tech marvel that started life as a PS4 title, before being fully rebuilt to show off the PS5’s SSD.PS4God of War Ragnarök- AGran Turismo 7- AWatch Dogs: Legion- AExpiring Recent DealsPS+ Monthly FreebiesYours to keep from May 1 with this subscriptionArk: Survival AscendedBalatroWarhammer 40,000: BoltgunOr purchase a PS Store Card.What you'll pay to 'Station.PS5 + Astro Bot:$̶7̶2̶4̶.9̶5̶ 👑 | PS5 Slim Disc:$̶7̶9̶9̶ | PS5 Slim Digital:6̶7̶9̶ | PS5 Pro $̶1̶,1̶9̶9̶ | PS VR2: | PS VR2 + Horizon: | PS Portal: See itBack to topPurchase Cheap for PCOn PC, Resident Evil 4 is a steal at Aa stunning remake where the developers added extra charm to Leon’s famous “Where’s everyone going, bingo?” line by letting players unlock vintage filters that emulate 2005-era graphics. Also notable is Lies of P at Athe Pinocchio-meets-Bloodborne mash-up that lets you lie in dialogue choices for combat perks.Lies of P- AThe Alters- AClair Obscur: Expedition 33- ASilent Hill 2- AForza Horizon 5- AResident Evil 4- AExpiring Recent DealsOr just get a Steam Wallet CardPC Hardware PricesSlay your pile of shame.Official launch in NovSteam Deck 256GB LCD: | Steam Deck 512GB OLED: | Steam Deck 1TB OLED: See it at SteamLaptop DealsDesktop DealsLenovo neo 50a G5 27" AIO– ALenovo neo 50q G4 Tiny– ALenovo neo 50t G5 Tower– ALegion Tower 5i G8– AMonitor DealsSamsung QE50T 50"– AARZOPA 16.1" 144Hz– AZ-Edge 27" 240Hz– AGawfolk 34" WQHD– ALG 27" Ultragear– AComponent DealsStorage DealsBack to topLegit LEGO DealsExpiring Recent DealsBack to topHot Headphones DealsAudiophilia for lessBose QuietComfort Ultra Wireless– ASoundcore by Anker Q20i– ASony MDR7506 Professional– ATechnics Premium– ABose SoundLink Flex– AJBL Charge 5 - Portable Speaker– AJBL Flip Essential 2 Waterproof Speaker– ASony SRS-XB100 Travel Speaker– AUltimate Ears Boom 3 Portable Speaker– ASamsung Galaxy Buds2 Pro– ASennheiser Momentum 4 Wireless– ABack to topTerrific TV DealsDo right by your console, upgrade your tellyLG 43" UT80 4K– AKogan 65" QLED 4K– AKogan 55" QLED 4K– ALG 55" UT80 4K– APrism+ Q75 Ultra 75" 4K QLED– AGaimoo Mini Projector 1080p w/ 4K– AGooDee 4K Projector– AVOPLLS Mini Projector 4K– AXuanPad Mini Projector– ALG S70TY Q Series Sound Barn*-22%) – ASony HTG700 Atmos Soundbar– AYamaha NS-SW050 Subwoofer– ASmart Home DealsBack to top Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube. #deals #today039s #hottest #aaa #discounts
    WWW.IGN.COM
    AU Deals: Today's Hottest AAA Discounts to Heat Up Your Game Cave Winter Hibernation
    Winter is well and truly biting, but this fresh crop of game deals is bringing the heat. From mythological mayhem to pocket-sized platformers, there’s something here for every taste and timeframe. If your digital shelf could use a mid-year injection of chaos, charm, or challenge, this week’s offerings are primed to please.This Day in Gaming 🎂In retro news, I’m lighting a 26‑candle cake for Silent Hill, the fog‑laden survival horror fest that kept '99-era me perched on a seat with barely 2% of the surface area of one butt cheek. I still remember tentatively sweeping my flashlight across those grainy, polygonal streets, only to have the beam half illuminate some scurrying something in the dark. Though the OG Resident Evil certainly vexed me first, the unique magic of Silent Hill lay in how its graphical limitations—thick fog and encroaching darkness—became tools of terror rather than platform limitations. Every ring of static from your radio or *that* air raid siren heralding the "other plane" of this madhouse could ratchet up the dread in an instant. Lastly, I recall working game retail at launch and having to help absolutely bloody everybody with a solution to the piano puzzle.Tank controls and (hardware induced) bugger all visibility. OG Silent Hill was terrifying.Aussie bdays for notable games- Silent Hill (PS) 1999. Redux- Marvel vs. Capcom 2 (DC) 2000. Redux- The Conduit (Wii) 2009. eBay- Monster Hunter Generations (3DS) 2016. eBayContentsNice Savings for Nintendo SwitchAvailable now!Nintendo Switch 2 ConsoleNintendo Switch 2 + Mario Kart WorldNintendo kicks things off with Persona 5 Royal for A$66.60, a lavishly expanded edition of the genre-defining RPG whose original director Katsura Hashino was inspired by Carl Jung’s theories of the psyche. Also worth nabbing is Bravely Default II at A$63.10, a spiritual twinner to the Final Fantasy titles that’s cheekily packed with nostalgic mechanics like turning off random encounters to power-level in peace.Persona 5 Royal (-33%) - A$66.60Bravely Default II (-21%) - A$63.10Sonic Frontiers (-53%) - A$47Sonic x Shadow Generations (-35%) - A$49NBA 2K25 (-79%) - A$19Metal Gear Col. (-50%) - A$45Expiring Recent DealsOr gift a Nintendo eShop Card.Switch Console PricesHow much to Switch it up?Switch OLED + Mario Wonder: $̶5̶3̶9̶ $538 | Switch Original: $̶4̶9̶9̶ $448 | Switch OLED Black: $̶5̶3̶9̶ $469 | Switch OLED White: $̶5̶3̶9̶ $449 ♥ | Switch Lite: $̶3̶2̶9̶ $328 | Switch Lite Hyrule: $̶3̶3̶9̶ $335See itBack to topExciting Bargains for Xbox Over on Xbox Series X, Warhammer 40,000: Space Marine 2 is slashing skulls and prices at A$49.90, finally giving fans the long-awaited sequel to one of gaming’s most satisfyingly weighty shooters. Suicide Squad: Kill the Justice League is an outrageous A$9.90, and despite its rocky reception, it’s a fascinating look at how Batman: Arkham devs tried to blend looter-shooter DNA into their universe.40K Space Marine 2 (-54%) - A$49.90Suicide Squad: KTJL (-91%) - A$9.90Wild Hearts (-83%) - A$19Avatar: Pandora Gold Ed. (-69%) - A$49.90Hogwarts Legacy (-75%) - A$27.40Xbox OneTopSpin 2K25 (-88%) - A$14.90Sunset Overdrive (-36%) - A$19.20Alan Wake Rem. (-85%) - A$6.70Expiring Recent DealsThe Witcher 3 Comp. (-56%) - A$34.80Tekken 8 (-53%) - A$39.90NBA 2K25 (-80%) - A$24Farming Simulator 25 (-32%) - A$68FC 25 (-57%) - A$34Red Dead Redemption 2 (-78%) - A$20Lies of P (-19%) - A$73Lego Jurassic World (-65%) - A$22.50Or just invest in an Xbox Card.Xbox Console PricesHow many bucks for a 'Box? Series X: $̶7̶9̶9̶ $724 👑| Series S Black: $̶5̶4̶9̶ $545 | Series S White:$̶4̶9̶9̶ $498 | Series S Starter: N/ASee itBack to topPure Scores for PlayStationFor PS5 players, Marvel’s Spider-Man: Miles Morales swings down to A$39, letting you sling through Harlem while wearing everything from a Bodega Cat suit to a Spider-Verse frame-rate filter. Meanwhile, Ratchet & Clank: Rift Apart for A$54 is a tech marvel that started life as a PS4 title, before being fully rebuilt to show off the PS5’s SSD.PS4God of War Ragnarök (-60%) - A$44Gran Turismo 7 (-60%) - A$44Watch Dogs: Legion (-86%) - A$13.60Expiring Recent DealsPS+ Monthly FreebiesYours to keep from May 1 with this subscriptionArk: Survival Ascended (PS5)Balatro (PS5/PS4)Warhammer 40,000: Boltgun (PS5/PS4)Or purchase a PS Store Card.What you'll pay to 'Station.PS5 + Astro Bot:$̶7̶2̶4̶.9̶5̶ $699👑 | PS5 Slim Disc:$̶7̶9̶9̶ $625 | PS5 Slim Digital:6̶7̶9̶ $549 | PS5 Pro $̶1̶,1̶9̶9̶ $1,049 | PS VR2: $649.95 | PS VR2 + Horizon: $1,099 | PS Portal: $329See itBack to topPurchase Cheap for PCOn PC, Resident Evil 4 is a steal at A$29.90, a stunning remake where the developers added extra charm to Leon’s famous “Where’s everyone going, bingo?” line by letting players unlock vintage filters that emulate 2005-era graphics. Also notable is Lies of P at A$76.40, the Pinocchio-meets-Bloodborne mash-up that lets you lie in dialogue choices for combat perks.Lies of P (-15%) - A$76.40The Alters (-30%) - A$35.60Clair Obscur: Expedition 33 (-18%) - A$57.30Silent Hill 2 (-40%) - A$61.50Forza Horizon 5 (-65%) - A$31.40Resident Evil 4 (-50%) - A$29.90Expiring Recent DealsOr just get a Steam Wallet CardPC Hardware PricesSlay your pile of shame.Official launch in NovSteam Deck 256GB LCD: $649 | Steam Deck 512GB OLED: $899 | Steam Deck 1TB OLED: $1,049See it at SteamLaptop DealsDesktop DealsLenovo neo 50a G5 27" AIO (-47%) – A$1,379Lenovo neo 50q G4 Tiny (-35%) – A$639Lenovo neo 50t G5 Tower (-20%) – A$871.20Legion Tower 5i G8 (-29%) – A$1,899Monitor DealsSamsung QE50T 50" (-31%) – A$596ARZOPA 16.1" 144Hz (-55%) – A$159.99Z-Edge 27" 240Hz (-15%) – A$237.99Gawfolk 34" WQHD (-28%) – A$359LG 27" Ultragear (-42%) – A$349Component DealsStorage DealsBack to topLegit LEGO DealsExpiring Recent DealsBack to topHot Headphones DealsAudiophilia for lessBose QuietComfort Ultra Wireless (-38%) – A$399.95Soundcore by Anker Q20i (-43%) – A$68.79Sony MDR7506 Professional (-30%) – A$169Technics Premium (-46%) – A$299Bose SoundLink Flex (-31%) – A$171JBL Charge 5 - Portable Speaker (-28%) – A$144JBL Flip Essential 2 Waterproof Speaker (-26%) – A$96Sony SRS-XB100 Travel Speaker (-41%) – A$84.15Ultimate Ears Boom 3 Portable Speaker (-41%) – A$134.95Samsung Galaxy Buds2 Pro (-26%) – A$259.29Sennheiser Momentum 4 Wireless (-46%) – A$275Back to topTerrific TV DealsDo right by your console, upgrade your tellyLG 43" UT80 4K (-24%) – A$635Kogan 65" QLED 4K (-50%) – A$699Kogan 55" QLED 4K (-45%) – A$549LG 55" UT80 4K (-28%) – A$866Prism+ Q75 Ultra 75" 4K QLED (-47%) – A$1,229Gaimoo Mini Projector 1080p w/ 4K (-33%) – A$119.99GooDee 4K Projector (-58%) – A$169.99VOPLLS Mini Projector 4K (-19%) – A$168.99XuanPad Mini Projector (-36%) – A$128.99LG S70TY Q Series Sound Barn*-22%) – A$546Sony HTG700 Atmos Soundbar (-15%) – A$594Yamaha NS-SW050 Subwoofer (-13%) – A$270Smart Home DealsBack to top Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.
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  • Turning Points: Accept & Proceed

    12 June, 2025

    In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed.

    Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO.
    Founder David Johnston talks us through some of the decisions that defined his business.
    In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team…
    I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency.
    That really just means giving yourself a name and starting to promote yourself in the world.
    Accept & Proceed founder David Johnston
    I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that.
    But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless.
    Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people.
    Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships.
    A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible.
    I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this.
    I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential.
    The first of Accept & Proceed’s Light Calendars
    Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead.
    I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director.
    This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints.
    They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there.
    When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time.
    In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation.
    Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on?
    All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem?
    Accept & Proceed’s work for the NASA Jet Propulsion Laboratory
    I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility.
    We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better.
    In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning.
    We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience.
    It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves.
    It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair.
    So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world.
    And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.”
    Accept & Proceed’s work for Second Sea
    We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole.
    And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation.
    The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.”
    But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work.
    I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future.
    In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life.
    I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.”
    The first year there were five of us – this year there were 300 people for the spring equinox in March.
    I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else?
    One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston
    I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings.
    Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me.
    There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio.
    These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us.

    Design disciplines in this article

    Brands in this article

    What to read next

    Features

    Turning Points: Cultural branding agency EDIT

    Brand Identity
    20 Nov, 2024
    #turning #points #accept #ampamp #proceed
    Turning Points: Accept & Proceed
    12 June, 2025 In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed. Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO. Founder David Johnston talks us through some of the decisions that defined his business. In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team… I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency. That really just means giving yourself a name and starting to promote yourself in the world. Accept & Proceed founder David Johnston I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that. But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless. Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people. Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships. A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible. I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this. I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential. The first of Accept & Proceed’s Light Calendars Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead. I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director. This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints. They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there. When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time. In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation. Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on? All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem? Accept & Proceed’s work for the NASA Jet Propulsion Laboratory I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility. We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better. In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning. We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience. It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves. It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair. So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world. And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.” Accept & Proceed’s work for Second Sea We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole. And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation. The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.” But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work. I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future. In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life. I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.” The first year there were five of us – this year there were 300 people for the spring equinox in March. I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else? One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings. Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me. There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio. These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us. Design disciplines in this article Brands in this article What to read next Features Turning Points: Cultural branding agency EDIT Brand Identity 20 Nov, 2024 #turning #points #accept #ampamp #proceed
    WWW.DESIGNWEEK.CO.UK
    Turning Points: Accept & Proceed
    12 June, 2025 In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed. Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO. Founder David Johnston talks us through some of the decisions that defined his business. In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team… I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency. That really just means giving yourself a name and starting to promote yourself in the world. Accept & Proceed founder David Johnston I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that. But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless. Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people. Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships. A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible. I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this. I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential. The first of Accept & Proceed’s Light Calendars Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead. I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director. This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints. They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there. When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time. In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation. Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on? All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem? Accept & Proceed’s work for the NASA Jet Propulsion Laboratory I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility. We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better. In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning. We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience. It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves. It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair. So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world. And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.” Accept & Proceed’s work for Second Sea We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole. And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation. The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.” But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work. I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future. In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life. I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.” The first year there were five of us – this year there were 300 people for the spring equinox in March. I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else? One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings. Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me. There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio. These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us. Design disciplines in this article Brands in this article What to read next Features Turning Points: Cultural branding agency EDIT Brand Identity 20 Nov, 2024
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  • Making a killing: The playful 2D terror of Psycasso®

    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.”

    Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
    #making #killing #playful #terror #psycasso
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage. #making #killing #playful #terror #psycasso
    UNITY.COM
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • ‘Cattle Crisis’ Scrambles Between Shots to Collect Powerful Cows

    Cattle Crisis sees aliens making off with our precious cows, so you’ll need to gun those ships down to rescue our beloved bovine buddies.

    The game only features a single level, but you’d best believe I have not been able to complete it yet as it makes the most of its brief playtime. Enemies come at you hard and fast, each covering the screen in various bullet patterns that overlap with only a little room to spare. Thankfully it’s just enough to scoot your ship to safety most of the time if you’re precise, but I am unfortunately not particularly precise with my controller movements the more frantic things get on the screen. Even with generous checkpoints and a single level, my shaky hands don’t make this easy.

    Like most spaceship shooters, there’s some extra powerful boosts you can put to smart use. As you down ships, you will release the kidnapped cows that are inside some of them. Collecting these cows increases your Hyper Bar, and once that’s halfway full, you can shift into Hyper Mode and really blast your enemies. Taking a hit in this mode won’t kill you, but you will drop out of Hyper Mode. You can earn way more cowsby shooting foes point-blank, so it’s up to you how much risk you want to take to get into Hyper Mode faster and crank up that score.
    Cattle Crisis is short but offers a great deal of challenge and possibilities for high scores through careful risk-taking. Just the same, it offers a handful of checkpoints you can start fromif you feel your shooter skills aren’t amazing. It’s sharp, sounds great, and handles well, creating a nice bite-sized shooter package.

    Cattle Crisis is available now on itch.io.
    About The Author
    #cattle #crisis #scrambles #between #shots
    ‘Cattle Crisis’ Scrambles Between Shots to Collect Powerful Cows
    Cattle Crisis sees aliens making off with our precious cows, so you’ll need to gun those ships down to rescue our beloved bovine buddies. The game only features a single level, but you’d best believe I have not been able to complete it yet as it makes the most of its brief playtime. Enemies come at you hard and fast, each covering the screen in various bullet patterns that overlap with only a little room to spare. Thankfully it’s just enough to scoot your ship to safety most of the time if you’re precise, but I am unfortunately not particularly precise with my controller movements the more frantic things get on the screen. Even with generous checkpoints and a single level, my shaky hands don’t make this easy. Like most spaceship shooters, there’s some extra powerful boosts you can put to smart use. As you down ships, you will release the kidnapped cows that are inside some of them. Collecting these cows increases your Hyper Bar, and once that’s halfway full, you can shift into Hyper Mode and really blast your enemies. Taking a hit in this mode won’t kill you, but you will drop out of Hyper Mode. You can earn way more cowsby shooting foes point-blank, so it’s up to you how much risk you want to take to get into Hyper Mode faster and crank up that score. Cattle Crisis is short but offers a great deal of challenge and possibilities for high scores through careful risk-taking. Just the same, it offers a handful of checkpoints you can start fromif you feel your shooter skills aren’t amazing. It’s sharp, sounds great, and handles well, creating a nice bite-sized shooter package. Cattle Crisis is available now on itch.io. About The Author #cattle #crisis #scrambles #between #shots
    INDIEGAMESPLUS.COM
    ‘Cattle Crisis’ Scrambles Between Shots to Collect Powerful Cows
    Cattle Crisis sees aliens making off with our precious cows, so you’ll need to gun those ships down to rescue our beloved bovine buddies. The game only features a single level, but you’d best believe I have not been able to complete it yet as it makes the most of its brief playtime. Enemies come at you hard and fast, each covering the screen in various bullet patterns that overlap with only a little room to spare. Thankfully it’s just enough to scoot your ship to safety most of the time if you’re precise, but I am unfortunately not particularly precise with my controller movements the more frantic things get on the screen. Even with generous checkpoints and a single level, my shaky hands don’t make this easy. Like most spaceship shooters, there’s some extra powerful boosts you can put to smart use. As you down ships, you will release the kidnapped cows that are inside some of them. Collecting these cows increases your Hyper Bar, and once that’s halfway full, you can shift into Hyper Mode and really blast your enemies. Taking a hit in this mode won’t kill you, but you will drop out of Hyper Mode (and it’s smarter to end it early by hitting the Hyper Mode button again to launch a screen-clearing bomb). You can earn way more cows (and a higher score) by shooting foes point-blank, so it’s up to you how much risk you want to take to get into Hyper Mode faster and crank up that score. Cattle Crisis is short but offers a great deal of challenge and possibilities for high scores through careful risk-taking. Just the same, it offers a handful of checkpoints you can start from (even though it’s just one stage) if you feel your shooter skills aren’t amazing (like mine). It’s sharp, sounds great, and handles well, creating a nice bite-sized shooter package. Cattle Crisis is available now on itch.io (and you can try it out in your browser). About The Author
    0 Yorumlar 0 hisse senetleri 0 önizleme
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