Thứ Sáu, 31 tháng 8, 2018

Youtube daily t'shirt Aug 31 2018

Projections need to be...

[message notification]

Tornado?

[message notification]

Next Thursday?

I can't do Thursday,

but I can do Friday.

[arguing over each other]

NARRATOR: Disasters

don't plan ahead.

You can.

Talk to your loved ones about

how you're going to be ready

in an emergency.

For more infomation >> PSA: Tornadoes don't plan ahead, but you can (15 seconds) - Duration: 0:16.

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Đồng hồ nữ Olympia Star OPA28025DLK-T mạ vàng đính đá sang trọng - Duration: 1:03.

For more infomation >> Đồng hồ nữ Olympia Star OPA28025DLK-T mạ vàng đính đá sang trọng - Duration: 1:03.

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Demain nous appartient : pourquoi le personnage d'Arthur Lazzari-Moiret a-t-il changé d'interprète ? - Duration: 2:58.

Demain nous appartient : pourquoi le personnage d'Arthur Lazzari-Moiret a-t-il changé d'interprète ?

Si vous avez regardé Demain nous appartient ce mercredi 29 août, vous avez sûrement remarqué que le personnage d'Arthur Lazzari-Moiret n'est plus le même.

Ce dernier n'est plus incarné par Jean-Baptiste Lamour. Voici pourquoi.

C'est un personnage plus que secondaire, mais le changement a sauté aux yeux de nombreux téléspectateurs.

Ce mercredi 29 août dans Demain nous appartient, un acteur s'est volatilisé. Jean-Baptiste Lamour, qui interprète le personnage d'Arthur Lazzari-Moiret,

a été soudainement remplacé par l'acteur et humoriste Théo Cosset.

Une véritable surprise pour les fans du programme qui ne s'attendaient pas à un changement de casting pour l'un des deux fils du couple formé par Sandrine et Laurence,

incarnées par les comédiennes Juliette Tresanini et Charlotte Valandrey.

Mais pourquoi les producteurs de la série ont-il changé l'interprète d'Arthur Lazzari-Moiret ? Allociné a contacté TF1 qui a expliqué le départ de l'acteur Jean-Baptiste Lamour.

Celui-ci a quitté la série quotidienne pour une bonne raison : il a été admis à Science Po Lille. Avec son emploi du temps d'étudiant et la distance – le tournage du programme se déroulant à Sète -,

le jeune homme a préféré laisser sa place. Une décision d'autant plus réfléchie que son personnage, tout comme celui de son frère Lucas également très discret à l'antenne,

va beaucoup plus apparaître à l'écran. Allociné révèle que dès le mois de septembre, Demain nous appartient proposera une intrigue autour de la famille Lazzari-Moiret.

Ce n'est pas la première fois que les producteurs de Demain nous appartient changent d'acteur en cours de saison.

En janvier dernier, Coline Belin avait cédé sa place à Sylvie Filloux pour le rôle de Judith Delcourt,

la fille de Chloé et Alex, les personnages principaux joués par Ingrid Chauvin et Alexandre Brasseur.

For more infomation >> Demain nous appartient : pourquoi le personnage d'Arthur Lazzari-Moiret a-t-il changé d'interprète ? - Duration: 2:58.

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Does God exist? The answer of Albert Einstein - Duration: 1:21.

Him7 translation

I will prove to you

That if God exists it is evil god

Did God create all things

If god created all things

He also created evil

It means that god is mean

Excuse me professor

The cold you have

What question

Of course, there is

Have you ever had cold

In fact, sir cold does not exist

According to the law of physics

What we consider cold

In reality the absence of heat

Professor darkness exists she

Obviously what exists

You are wrong sir

It's just the absence of light

We can measure the intensity of light

But not darkness

The evil does not exist

It's like cold and dark

God did not create evil

Evil is the result that happens

when you do not have the love of God

present in his heart

Albert Einstein (1879 - 1955)

For more infomation >> Does God exist? The answer of Albert Einstein - Duration: 1:21.

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choose - Why Don't we (Lyrics/Lyric video) - Duration: 2:57.

For more infomation >> choose - Why Don't we (Lyrics/Lyric video) - Duration: 2:57.

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[HUMOR] BTS "You don't have this now !" - Duration: 2:58.

For more infomation >> [HUMOR] BTS "You don't have this now !" - Duration: 2:58.

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ÇİRKİNDEN GÜZELE DÖNME MUSİCALLYLERİ | DON'T JUDGE CHALLENGE - Duration: 11:48.

For more infomation >> ÇİRKİNDEN GÜZELE DÖNME MUSİCALLYLERİ | DON'T JUDGE CHALLENGE - Duration: 11:48.

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Is Caffeine Why You Feel Like S&#T? - Duration: 6:46.

all right so let's speak about caffeine and why it really may be the reason

you're feeling like crap feeling tired you know paradoxically caffeine actually

makes a lot of people tired and many people don't realize this many people in

fact don't realize how strong caffeine is because it is a drug it's a stimulant

it has profound effects on the brain but it's something that people underestimate

just because of how widespread its use is I think it's somewhere of upwards of

70 to 80 percent of Americans at least have at least one cup of coffee or some

sort of a beverage that contains caffeine a per day so it's extremely

widely used but misunderstood so basically how caffeine works is that

when you ingest it it blocks something called adenosine which naturally builds

up as you get more tired so basically it blocks this so it prevents you from

getting tired and increases things like cortisol the stress hormone and this

also leads to you being more alert as well as increasing things like

catecholamines like norepinephrine increasing ketone bodies caffeine

actually mobilizes fat too so you know caffeine is great it helps with your

physical performance it's been shown in studies to help with

the working memory but the problem is that these benefits are short-lived

after you become dependent on caffeine because once you're actually dependent

on caffeine and it only takes about a cup of coffee per day for this to occur

all you're doing by giving yourself that boost physically or mentally or both is

alleviating the withdrawal symptoms you experience so you go to bed you wake up

you feel tired you feel like crap because you're having withdrawals from

the caffeine you have your coffee and the cycle continues as you continuously

think that you're getting a benefit from caffeine but in fact if you were to go

off caffeine if you were to allow receptors in the brain to re sensitize

then over time you would feel just as good if not better without a dependency

on something like caffeine what caffeine is actually doing in the body isn't

creating energy right it's basically giving you an advanced on energy it's

giving you energy and then it's gonna take that away late

as you crash your ballroom energy and once you get in the cycle of

continuously borrowing energy and never using any of your own you're gonna feel

it with some negative side effects of caffeine there are some other negatives

of caffeine increased risk of anxiety especially if you're already prone to

that it's going to exacerbate that because of the increase in cortisol that

it causes and now let me be clear I'm not saying it's bad I'm not saying that

having a cup a day is as bad if you can manage with that and that's perfectly

okay even to I mean there are many correlation studies which link caffeine

to a decreased risk of degenerative brain disorder disorders like

Alzheimer's there's even a correlation with a longer life for those who consume

more coffee up to four cups a day generally teens tends to be optimal for

life expectancy when looking at correlation studies these are just

correlations but you know certainly caffeine isn't something that's

dangerous to the extent of other narcotics obviously but um what I am

saying is that we are in general drinking too much and I don't advise

that you drink it to the extent where it becomes something you're dependent on

that's never a good idea to be dependent on something it's always good to have

your baseline your normal self where you're not stimulating yourself with

caffeine or nicotine or alcohol and then use it as a boost when required for

example before a workout or on a day where you feel particularly tired

rather than utilizing it as a crutch everyday in order to get up and live

your life now again I'm not saying that that's a bad thing you can do that but

if you personally have been feeling tired and you're not sure why maybe even

anxious maybe even your performance in the gym isn't as you want it to be and

you've been consuming caffeine on a regular basis for a long time and

gradually building up the dose of it as you become more tolerant to it then I

would highly recommend decreasing it not permanently not I'm not saying that's

the best course of action but if you haven't and you've been doing it for

five years and you might as well give yourself a few weeks where you go off

the caffeine just to see how your body responds now do be warned that you will

experience withdrawal symptoms from stopping the use of caffeine especially

if you go cold turkey and you completely eliminate it you're probably going to be

bed bound if you've been reliant on several couple of coffee per day for

several years so you know a good idea it can be to slowly kill it cut it down by

drinking decaf mixing it with decaf you know reducing the cups of coffee from

three one week to two the next week to one the next week or you could just call

go cold turkey and brace through those first few days of feeling like crap but

you know through my own personal experience and other anecdotes I've read

online after you do quit caffeine you're going to have much more stable energy

instead of having that cup of coffee in the morning feeling that energy and then

crashing a few hours later the energy that you do have although it may not be

as intense and exciting and euphoric the moment you wake up will be much more

gradual and you'll be more productive overall paradoxically as you have more

stable energy to take you through from morning to night so that's definitely

something you want to consider the best part about reducing your caffeine intake

and you know ideally eliminating it almost completely is that when you do

use it when you want to use it for example if you're very tired and you

still want to go to the gym but you really need a boost when you do use it

in that circumstance you're actually going to feel the positive effects of it

and get a real benefit rather than just alleviating the withdrawal symptoms you

were experiencing so that's probably the best part so I

highly advise that you form a relationship with caffeine more similar

to the one most people have with alcohol you know wake up and have a drink you

know you have a drink on the weekend to have fun with your friends for example

if you do that if you don't it's fine and just like that it's good to have

that relationship with caffeine where you use it once in a while for a workout

once in a while when you need to do an all-nighter for a project you're working

on that's kind of the relationship I think you should have with any sort of

stimulating substance which does have profound impacts on the brain so that's

it for the video leave your thoughts down below on caffeine and I'll I'll see

you guys later

For more infomation >> Is Caffeine Why You Feel Like S&#T? - Duration: 6:46.

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Don't be fooled to buy starbucks at low PE! - Duration: 2:24.

Hi guys, this is Jonathan. Today I'll be sharing with you

the stock called Starbucks.

So right now, I'm outside a Starbucks coffee chain.

What has happened to Starbucks recently? It's stock actually tumbled by 20%

And this is because the founder CEO actually resigned and also a

long time CFO actually resigned as well.

IM QUITTING!

1, 2

3, 4

And this sparked panic in the stock market.

Not only that, they actually closed down many of

their US stores because they were all clustered in one location

and they were cannibalising each other's revenue.

Right now Starbuck's PE ratio is only 16

and you might think that Starbucks is actually a cheap stock.

But the truth is, it is not!

Right surprise surprise right why is that so?

right because they recorded two

one time gains in fact. So one is actually by

selling off one of their chinese tea subsidiaries for

500 million dollars and also they recorded a one time

gain from buying off a chinese east venture for

about 1.5 billion.So they had two one off gains that amounted

to about 2 billion dollars

So if you were to look at Starbuck's net income right now, you look at

its earnings for the trailing twelve months, it's actually about

4 billion dollars right now but if you

were to account for all these one time gains, the earnings

would be about around

2.7 billion. Right so actually the real P/E ratio is actually

30 right now. So if you're buying Starbucks

right now. You're not actually buying it for P/E 16 right.

it is only P/E 16 right now because they recorded

two one time gains , which caused the earnings to spike but it's only for this

year and it's non-recurring right. So if you were to

use P/E ratio and just use it blindly. You're actually being fooled

into thinking it is cheap right. So this is one tip for you

to look out for one time gains and one time losses

when you buy into a stock.

Ok so that's the end of the sharing,

So if you found this video useful,

please like the video below. And if you have friends

who are interested on how to invest in the stock

market or how to look at Starbucks as a stock

please share this video with them.

So this is the end of today's sharing

and I'll see you next time.

Peace out!

For more infomation >> Don't be fooled to buy starbucks at low PE! - Duration: 2:24.

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After Network Claims They Don't Lie, Don Jr. Kicks Them Back To The Fake News Factory - Duration: 4:18.

For more infomation >> After Network Claims They Don't Lie, Don Jr. Kicks Them Back To The Fake News Factory - Duration: 4:18.

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Steve Large - DON'T WATCH UNLESS YOU WANT TO RELAX AND FEEL GREAT *POWERFUL* - Duration: 10:20.

Hi my name's Steve Large I'm just gonna

do a video on relaxation and to just

stay calm and to help you take that

moments for yourself in each day just to

follow on from your last video about

recharge and this is one of the ways I

recharge so if you've got a moment to

just be a piece to sit down relax just

take a moment now wherever you are

whatever you do and just take a moment

to just breathe all the way out all the

way in and hold

and all the way out like all your

muscles feel relaxed all built up Amity

anything else just let it go are your

muscles take another deep breath in

that's it hold it and all the way house

maybe just allow your eyes to shorts

maybe not shot by himself or as I've

asked everything's just fine and she

starts relaxed to feel all the muscles

in your body just starts or likes to of

each breath as you breathe in or

actually breathe out you may notice the

muscle starts relax more and more you

that all's fine maybe all have little

muscles in and around your eyes now

we're starting to relax you feel more

and more at peace that relaxation

feeling might start to run down your

face down your Jordans your neck and

into your shoulders down your arms and

your hands and fingers down your body to

your torso you're not feeling that relax

just yet

it'll catch up maybe catch up right now

as I say or maybe in a moment time

that's all up to you and everything's

pay effect you may notice now that your

legs are starting to relax and you call

down to your feet in your toes you may

even notice yet your mind starting to

wander and drift away as you start to

focus and listen to my words you may

notice you're going more to more relaxed

listening to my words or maybe the pause

between my words everything you're doing

is just perfect taking that time for you

taking that time to recharge is you

deserve this you deserve to be a piece

all the way a nice deep breath then all

the way else just allow your mind and

imagination to wander off

wandered off to somewhere peaceful maybe

on a beach

sitting looking out of sunsets maybe on

a mountain look at our own sunset any

way that feels peaceful for you is just

firing why are you sitting wherever it

is you are feeling at peace to take your

moments just like everything calm down

just relax

this is your time this is your moment

you've chosen to take the time for you

to relax to be charged that's it

now way any thoughts just to drift away

let's say it does pass you by

like clouds floating in the sky coming

through and passing by that's it

nice you're the Luxan I want you to fail

yourself at calm and eggs peaceful

maybe you're floating now and a nice

gentle breeze on a warm summer's evening

just floating down looking below

whatever suits you is just fired feeling

calm and relaxed as you doing this I

want you to start feeling an energy you

may want to do that now you may want to

do that later everything is fine in your

own time and when you're ready when

you'll allow yourself to feel this

energy just allowed to feel it build and

off this is you this is your essence

this is you connected to the universe

you may notice your feet are tingling or

maybe your legs or arms starting to feel

energized

I should breathe in you Mon notice more

and more energy comes through your

fingertips and for your toes reaching

every breath that energy you start to

grow more and more

this is your strength this is your

connection this is our connection this

is where we take our strength from the

energy around us as a build more and

more feeling stronger and stronger

filling you with hope filling you with

optimism ready for that new day ready to

get up and go again feeling powerful

feeling strong feeling fantastic knowing

that you control you you have the

strength to overcome anything that comes

your way

they are just challenges challenges we

choose to embrace and to grow from you

have the strength you can feel the

strength you are strong you asked when

you are connected to all the universal

strength you are one with it you may

notice that the strength and the energy

builds up more and more now as you feel

stronger and stronger more and more

positive more and more optimistic more

and more hopeful each and every day from

this moment forward you will feel more

and more positive you will notice this

daily you will feel more and more

energized you will notice this daily

because you choose to connect because

you are connection this is who you are

beyond thoughts connected with

everything in the universe and all

living beings

you are strong you are impressive you

are awesome know this don't think miss

know this beyond thought

fearless let that energy grow allow it

to build up inside you imagine yourself

standing tall looking out over the cliff

looking on to the world ahead knowing

that you are above it all you are strong

enough to conquered it all you have to

strengthen you have the power feel your

heart beating strong as you take in each

and every breath feeling the strength

circulate shoulders back chest off head

held high that's it

you're gonna feel great more and more

every single day

please take this moment whenever you can

for yourself to recharge it's not even

ten minutes a day just to know who you

are your strengths your beauty you love

your compassion your empathy this is who

you are you are one with all just allow

yourself now to start noticing your

thoughts coming back a little bit more

as you start bringing your attention

back I'll just count off from one to

three and on three just feel the fresh

feel fantastic feel ready for the world

knowing now that you know how to be

charged and to protect your entity and

you know who you are one starts feeling

around you two feeling fantastic knowing

who you are and ready for the day ahead

ready for those challenges positive

hopeful optimistic

feeling fantastic three I hope you don't

realize now I hope you feel fully

recharged and you're smiling and you're

ready because you've got this you are

strong

thank you for taking this moment to

listen to me and thank you for taking

this moment for yourself

love and light stay blessed stay strong

keep getting up don't let the bastards

grind you down we've got this together I

have a great day morning evening noon

and night wherever you are whatever

you're doing thank you bye

For more infomation >> Steve Large - DON'T WATCH UNLESS YOU WANT TO RELAX AND FEEL GREAT *POWERFUL* - Duration: 10:20.

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DON'T DO THE SAME THING I DID ! - Duration: 10:47.

Can you find a nicer spot to piss ?

Welcome to the lac of Moiry

Moiry

Not "Mory" but "Moiry"

We will try to climb all the way up there

on the glacier

Ok we'll try to reach the glacier first, it would be good already

I took the dirt scoot with me

and we see if there are any places where I could ride

Sush as big rocks, banks, etc

it's going to be my challenge for today and tomorrow

because we're sleeping here

I am with Michael Goumaz, a scooter OG

he's an alpinist expert...

- "Yeah right..."

Say yes, say yes !

so we got 2 amazing days ahead of us, dirt riding, glacier, lac

it's gonna be a crazy weekend

and you're coming with me

let's go !

We just found a spot that could be perfect for a photo

maybe a footjam on top of the rock

I think it could look very cool, especially with the glacier in the background

the break is over, let's get back to our climb

beautiful right ?

Look at this little wall here and then I'll drop from the rock

could be funny

Mika is a bit too fast

I don't know if you can see him, he's over there

it's the little dot with two legs

Ok, we're trying something quite dangerous at the moment

I have never done this before

we're gonna try to walk on the glacier

I strongly advise you never to do it without a guide

I believe I saw a path, so we'll follow it as much as we can

and if it's becoming to risky, we'll turn around

I should've taken the snowscoot, I knew it

Volcanic erection

oh yeah that's good

See what I was talking about, everywhere around us is ice and rocks

it looks quite strong

for now

let's continue with a light foot

let's meet on the glacier

and here we are

don't try this at home !

if you have a glacier in your garden

we arrive on a very dangerous part of the glacier

we can't really see it now but over there, there are some massive cracks (crevasses)

your turn

(We just heard a loud deep cracking)

What the hell guys, I don't know if you can hear it in the video

but we heard a massive cracking

a loud deep cracking

it's scary

we can't stay here

and it sounds like it's getting closer

it's shaking under our feet

bad idea

it was a bad idea

just to give you an idea

this one is really deep

we don't see it well with the Go Pro

but it's a thin and very deep crack

look at this

it gives you an idea of how deep it is

this one was at least

20 meters deep (66 feet)

and that's just how far I could see

but it does turns so it could easily be a lot more

probably more than 50 meters (164 ft)

don't forget, if you want to walk on glaciers, go with a guide

I won't do it again without one

I wouldn't take this risk a second time

Mika is still over there

it's the dot over there

I just heard crackings again

in his area

he heard it too, he's changing his course

he's gonna try to take the same path I took to come back

I feel the adrenaline

I'm happy you're back

beautiful

we're not done yet

we gotta climb this

if some rocks are falling, we're dead

I can't believe Hobbits did that barefoot

what you see over there is rain

I guess we have to go down a bit quicker

to avoid the rain

but it should pass next to us

Nope... We got it anyway

Our goal now

is to camp up there

You see, this is the bad point of beeing a video producer...

You got one bag for the camping stuff

and one for the camera stuff

I'm carrying 4 times more weight than usual

I am dying

it looks like these spots over there are quite good

because we really want to have the view on the dam, the lac and the glacier

Isn't it the best place in the world to camp ?

we see everything !

Let's set the tent before it gets dark

You give me a tour ?

- "Sure, come in !"

yeaa looks comfy

with a view ! Watch this !

- "With a sausage !"

... and a sausage

The sun just rised, let's have a look outside

let's go

I've just found a super strange groundhog

If you like photography, go watch my instagram account : @benjfriant

it's an account where I post my shots of epic landscapes

go have a look you might like it

the end of this session will be the downhill there

I'm not sure you can see it very well

I'll meet Mika down there

Behind this

there are millions and millions of litres

if it breaks

no more BenJ

I'm gonna wall ride a dam !

Ok it sucked...

but you have to admit, the spot is insane

Mika has to go, actually I have to go

he's getting a knee surgery in two weeks

so it was the last time we could go before the surgery

thank you so much man

and now let's meet in my new local park in 3-2-1

here we are in Blonay

with the locals

that was landed !

Unfortunately you're not gonna get more riding clips

because I'm just coming back from a 2 days climbing (yes it was the same day)

so I let you imagine how dead I am, and I can't feel my left leg

and with that a crazy migraine

comment with the hashtag #glacier if you like icecreams

and I'll see you soon for a new video

ciao !

Where are we ?

Where are we now ?

- "Yes"

wtf ?

For more infomation >> DON'T DO THE SAME THING I DID ! - Duration: 10:47.

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We Don't Talk Anymore - [YM] ✓ ғᴍᴠ - Duration: 3:47.

For more infomation >> We Don't Talk Anymore - [YM] ✓ ғᴍᴠ - Duration: 3:47.

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The Filmmaker's View: Mo Flam – Lighting that you don't see - Duration: 3:50.

I am Mo Flam, gaffer from the US.

Basically I became friends with a guy who was a gaffer.

At that point I would take any job.

That period of time I started working with Michael Ballhaus.

Tthe first film, it was actually not a film, it was a TV movie for German television.

Peter Lilienthal was the director.

And it was very simple. Like very low budget, not many lights.

We just shot in an apartment in New York.

And it was like, suddenly this is me,

three years out of film school, I am working with the cinematographer

who did films that I kind of idolised and admired, impressed me.

I was best boy at that time.

And just evolved. Then I moved up to be gaffer.

Michael had a very simple approach, they would tell the story.

Just very simple, on location.

Bounce a light here and one there. So it was not like

lighting every centimeter of the image.

It was more expressionistic to stylise.

By the stylisation it was more real because it was not overly lit.

It did not look like a studio, it looked like a location.

Michael just had that approach and I was lucky

right after the end of my period with Michael I worked with Haskell Wexler.

Which is the same thing. Again an idol of mine

and suddenly I am working with him as a peer.

This guy has won two academy awards.

But in some ways Haskell never wants to

do this like I did the other film. That is a process of discovery.

He almost is like somebody lost in the woods

until he kind of feels what this particular project

has to be. It is finding that kind of direction.

He is discovering. But he is like starting anew.

And that was so inspiring to say we approach every film differently.

For me good lighting is lighting that you do not see.

Maybe will enhance a story. Add a mood or maybe

we won't make it more contrasty, because we don't want

to draw attention to the lighting.

Observation is a key to good lighting.

Basically you observe reality and you reproduce it.

But you kind of enhance it, you get rid of the bad parts.

What I have to say is, I have a long history with ARRI.

I have worked with ARRI and its people for 35 years, 37 years.

So it is about a third of the history of the company.

Part of it, for me, is the people at ARRI.

I think it is part of the DNA of the company. It is amazing.

All the people they get to work there

helping you create your dreams. Find the tool

and helping you achieve what you are after.

I want the best tools and ARRI has been making the best tools.

Just because they are constantly evolving, innovating, listening, supporting.

All those things. It is just the whole combination of things.

I feel like they are not trying to sell me stuff. They are just presenting it

and creating things that help our craft.

For more infomation >> The Filmmaker's View: Mo Flam – Lighting that you don't see - Duration: 3:50.

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John Legere: The Craziest Fortune 500 CEO In History (T-Mobile) - Duration: 8:34.

- [Alex] I'm Alex Berman

and you're watching, Selling Breakdowns.

One of the most dominant mergers ever in business

is taking place between two clashing personalities,

Sprint and T-Mobile.

Behind the brains of this merger was Marcelo Claure

and more notoriously known, one of my favorite

business people in the entire world, John Legere,

or as I call him, the craziest CEO in the world.

- You know, I mean, look, look at the CEO of AT&T.

That guy on the side though

is a little scary though isn't he?

- [Alex] A lot of people didn't see this merger coming

and most of 'em are still unaware as to

how exactly it's gonna play out?

Regardless, this video isn't about

the Sprint and T-Mobile merger of 26 billion dollars

this video is about the force of nature behind the deal,

T-Mobile CEO, John Legere.

On the surface John looks a guy who just wants

to chill out, have a couple beers

and watch the sun go down on some sunny beach in Thailand,

however, if you look past all of that

you have one of the most extraordinary brains in business.

Don't let those looks and that strange personality,

that I find endearing, don't let that deceive you.

- Right now everything that made sense a year ago

makes 10 times more sense right now.

My theory is our industries, by the way,

they're defined by the infrastructure that you built.

You build a cable, you're a cable company.

You build a wireless, you're a wireless company.

Customers don't care.

- [Alex] Coming from Massachusets John started

a career in telecom with New England Telephone.

From there he went to AT&T where he learned

about the telecommunications industry

from nearly two decades working with AT&T

under the mentorship of its previous CEO, Daniel Hesse.

John spent most of his career climbing the corporate ladder.

By no means was he a natural at the job.

As you can see he spent 20 years just learning

the basics and trying to find his ground.

It wasn't until 1994 that he was appointed

the Chief Executive of AT&T Asia.

For the next three years John spent his time

looking over all the operations as chief executive

before reallocating in November 1997.

For a little while he spent time looking over

the AT&t global strategy and business development,

then from 1997 to 1998 he served as president

of the worldwide outsourcing subsidiary

of AT&T, AT&T Solutions.

A lot of AT&T in his background which is interesting

because now he hates AT&T referring to both them

and Verizon as dumb and dumber.

- Obviously we compete with AT&T and Verizon

but they're very easy 'cause they're distracted.

They're dumb and dumber.

They don't care about their customers.

- [Alex] Despite all of John's current charisma

and overall charm and the way he entertains an audience

he was, by no means, an overnight success.

If anything his salesman-like personality

was only one of the traits that helped him progress

up the corporate ladder.

However, he knew that he needed to know more

about the industry and its operations

to succeed so he kept learning and he kept trading up.

He bounced around for a bit becoming

the Senior Vice President and COO

running Asia, Pacific, Europe, the Middle East,

and Africa for Dell and then he ended up

as the CEO of Global Crossing where he helped

the company get out of bankruptcy and led it

to an acquisition by Level 3 communications.

Then in 2012, finally, he joined T-Mobile

as the Chief Executive Officer.

One of the most admirable, and what people say

is despised, I love it, the most admirable trait

about John is that he's able to be both rebellious

and goofy and still have the audacity to get away with it.

You could see him evolve as he became the CEO.

Here's the announcement video that we filmed of T-Mobile

employees when he was first hired.

Notice how he has slicked-back hair,

he's even wearing a collared shirt

and the way he's talking is so boring and drab.

- Thank you Renae, thank you everyone for welcoming me

and thank you for those kind words.

I am so thrilled to be here at a very pivotal time

and I'm ready to bring my experience in telecom

to one of the most important and innovative companies

in the United States.

- [Alex] Compare that to his recent TV appearance

to talk about the Sprint merger and you get

a much different Legere.

- And this is what's happening in America.

They either need to kick their customers off LTE

and then use it for 5G which you know they can't do.

- [Alex] How's he get away with acting like

a total maniac?

It's because he always delivers the best service

to his users.

His salesman-like personality is only one of the factors

to his success within the industry; however,

he knows exactly what his customers are looking for

and he consistently overdelivers.

And it's not just his customers,

his employees love him too.

Glassdoor consistently ranks him as a Top CEO

and 95% of his employees approve of him.

Compare that to the CEOs of AT&T and Verizon,

only 73% approve of Verizon CEO, Lowell McAdam

and an even lower 61% of employees approve

of AT&T CEO, Randall L. Stephenson.

Despite that fact he does worry his investors

from time-to-time with his behavior,

but, that's kinda just who he is.

Since he joined T-Mobile he's more than doubled

the market cap for the firm.

In fact, you have John to thank for the now

common-place offers from other mobile carriers

like unlimited data, no contracts, and the ability

to upgrade whenever you want.

All of these types of promotions

stemmed from an original campaign that T-Mobile ran

called the Un-Carrier marketing campaign

which is one of the pillars of T-Mobile's success

over the years.

The add campaign ran for a lot of years

and you know I'm gonna show an ad featuring

our favorite guy, our main man, DJ Khaled.

- Introducing T-Mobile Tuesdays.

Major key alert.

- [Alex] Many people often question John's character

and his ability despite the fact that he's proven himself

time and time again.

In an interview with Ad Age he was questioned

about his persona.

They asked, is there a different John Legere

then the one we see online?

And his response was, for the first time in my life,

I have no multiple personas, which is

a really wonderful thing.

I was almost a professional athlete,

I have a lot of education.

I was an aspiring young executive with a suit,

tie and hair like Michael Douglas and I was

a young dad who had friends on the side.

Those were all multiple personalities

you would move between, but right now I am all in, just me.

In fact he later goes on to claim

that he loves to play the hero and treating other companies

as the villains.

He said, I love to be hated.

Just to step it back a tiny bit, when I started here

and when we started the journey of the Un-carrier,

there was no possible way we were gonna get

our message through the noise.

I needed us to be seen and heard so I declared an enemy

AT&T, Verizon and I declared a hero,

which is me, Batman, and I did something that is good

for all consumers.

So I taunt AT&T and Verizon and I go after them

to create a dialogue.

And then when the timing's right I go right

into their face with a move

that ultimately changes the industry.

Interestingly when customers of theirs benefited

from some change they made because of us

those customers would thank me.

To me, what that is, is a future customer.

They're watching and they send me emails

so it's only a matter of time,

that one thing happens and they move over to T-Mobile.

Oh yeah, I forgot to mention John Legere hosts

a cooking show every Sunday called Slow Cooker Sunday.

God I love this guy.

(hands smacking)

- Happy Slow Cooker Sunday.

Well, today there's no Chrissy and no Dave,

it's just me.

- [Alex] Over the years his personality

has kept T-Mobile in the spotlight of the general public.

Some have regarded him as

the companies best marketing tool.

For instance in 2014, at CES,

the Consumer Electronic Show in Las Vegas,

John crashed the AT&T after party.

The story made news the following day

and resulted in free publicity for T-Mobile.

Here he is being talked about on The Young Turks.

- So John Legere is the person who is the CEO of T-Mobile,

he goes to the party and they find out

that he's a CEO and they kick him out.

- [Alex] So many of the CEOs today try to live up

to the expectations of the investors.

They think they have to behave in a certain way,

they have to meet objectives and present them

in a way that's appealing to the stockholders,

they think they have to run the company in a certain way,

but John does none of that and it works.

Does that mean he's wrong?

Does that mean they're wrong?

What is going on, right?

I'm of the opinion that John Legere

is the Elon Musk or the Steve Jobs

of the telecommunications industry and will be regarded

as one of the greatest CEOs of all time.

If you use one word

to describe John Legere, it's authenticity.

John could've conformed to the opinions

and obligations of investors and bosses many years ago

but do you think he would have made it this far if he had?

Thanks for watching the video.

Be sure to subscribe

for more interesting content like this.

I'm Alex Berman, thanks for watching.

For more infomation >> John Legere: The Craziest Fortune 500 CEO In History (T-Mobile) - Duration: 8:34.

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Countdown to T-Zero: ICON Satellite to Study Space Weather - Duration: 3:10.

Where does Earth's atmosphere end and space begin?

In a mysterious region of space scientists call the ionosphere - a volatile place where

terrestrial weather from below meets space weather from above.

It's also where our astronauts and critical space assets orbit.

Without a proper understanding of this dynamic region in space, the technology and communication

we rely so heavily upon could be at risk.

That's why NASA is launching the Ionospheric Connection Explorer, or ICON – to give us

answers.

"The primary goal of the mission is to gain an understanding between the weather here

in our atmosphere, and the ionosphere in space.

We don't quite have a handle on what's going on up there in the ionosphere, so this will

give us an opportunity to understand that."

The ICON spacecraft only weighs 364 pounds so NASA's Launch Services Program chose

Northrop Grumman's air-launched Pegasus launch system to deliver it into a 360-mile-high

orbit.

"We selected the Pegasus XL launch vehicle.

It provided an excellent combination of mission performance and flexibility for the mission

design for a spacecraft of the mass of ICON."

"What's unique about the Pegasus rocket is that it is an air-launched vehicle, and that

allows us to launch from anywhere in the world."

The challenge with processing Pegasus is that it's a flying solid rocket motor - solid

fuel ready to burn as soon as it's ignited.

(Launch countdown nats)

It requires special attention - an explosion-proof

processing facility at Vandenberg Air Force Base in California – where the spacecraft

must be mated to the rocket and sealed inside its protective fairing.

It's one of the few launch systems in the world where the payload is attached to the

launch vehicle before it's encapsulated.

Once complete, Pegasus is free to launch from anywhere in the world.

"Once we've established that we're ready, we then transport our entire launch team and

hardware to another part of the world so that we can insert ourselves into the proper trajectory."

But to get there, Pegasus still needs to be strapped to the belly of the L-1011 Stargazer.

Strapping 55,000 pounds of solid rocket fuel to the bottom of an airplane is tricky, but

these rocket scientists and engineers are up to the task.

Once ICON and Pegasus are locked and loaded, then it's up to the pilots to fly the Stargazer

into its drop zone.

For more infomation >> Countdown to T-Zero: ICON Satellite to Study Space Weather - Duration: 3:10.

-------------------------------------------

Novo SUV da Volkswagen, T-Cross mostra interior em teaser - Duration: 2:29.

For more infomation >> Novo SUV da Volkswagen, T-Cross mostra interior em teaser - Duration: 2:29.

-------------------------------------------

Mega Man X8 Review - Quickies Don't Cut It - Duration: 57:33.

It is here!

It is finally here!

The long-awaited take on Mega Man X8!

Why has it been so long-awaited, you ask?

Well, not only because this is the last X installment as of publishing this video, but

also because it is considered by many to be a return to form, a last hoorah, after the

catastrophes that were X6 and X7.

A good deal of fans even seem to list X8 as one of their favorites, if not their number

one favorite, of all the eight titles.

That sounded promising, I had to admit, however, there is a peculiar man in green who threw

a wrench into things by coming out and basically saying X8 sucks.

And by no means is he the only one with this opinion, either; in spite of all the love

for X8, you can also find plenty people who think it's meh or at least overhyped.

Who's right and who's wrong?

I can't tell you that, but what I can do is share my perspective, so in good ol'

fashioned Quickies Don't Cut It style, we're gonna crack this son of a bitch wide open

and analyze it from top to bottom.

Remember how X7 tried to bring the series into 3D and it could suck a fart outta your

butt?

I'm sure you do: the level design and enemy placement did not account properly for the

added dimension, the developers implemented a very generous lock-on mechanic that made

shooting stuff a bore, and the camera was often restrictive and incompetent.

Well, X8 tosses all that out the window and fully goes back to side-scrolling action,

with only left and right and up and down to worry about.

It does so in a 2.5D style, so everything is 3D modeled and stages may bend you around

corners, but all the gameplay elements are locked to the typical two axis.

While a part of me would've liked for X8 to take the 3D aspect of X7 and improve upon

it (and drastically I might add), I'm also totally fine with X8 going the safe route

and sticking to what's proven to work.

Sometimes ya gotta know your limitations, and considering how many of X7's problems

are no longer even a factor in X8, the decision to go entirely 2.5D in and of itself already

makes X8 the better game.

Admittedly, that's not much of a compliment, but X8 also corrects many other of X7's

mistakes.

One of these is the controls and movement; while the controls were responsive as always,

the characters in and overall speed of X7, for some reason or another, felt noticeably

heavy and slow compared to the rest of the series.

X8 addresses this and perfectly recreates that ultra tight control and fast, satisfying

movement that the first six games had: from the dashing to the wall-jumping, fans will

feel right at home here and there's not a single shitpick I can think of.

We're back to how the simple act of moving around can be a lot of fun, and once you've

mastered the mechanics and stages, speeding through various setpieces sicknasty is pure

bliss.

I've even heard people say these are the best controls and movement physics period,

and while there are nuances between the SNES and PS1 generations and now X8, I found X8

largely handles very similarly to the rest of the series pre-X7.

In other words: it plays very well.

I think Zero in particular benefits from this.

His combat was about as sluggish in X7 as the movement in general, which took much of

the excitement out of his playstyle and made him a bit of a handicapped twit compared to

Axl and X in many cases.

Seeing Zero back to his free-flowing and effective self in X8, as he was in X4, 5 and 6, yeah

that's sweet; I actually wanna play as him again, and he's more useable on bosses,

since his improved speed and mobility over X7 makes it more manageable to get out of

the way and avoid attacks.

Due to the similarities with X4, 5 and 6, though, there isn't much else I can say

about Zero in X8: he can double jump like usual, and his techniques, unlike Axl and

X's secondary weapons, are seamlessly integrated into the controls with intuitive button combinations.

The new techniques are cool, especially that mid-air rotation spin -- that one's sick

-- but they're also kinda been there done that, and more of a stylish factor than anything

else.

Axl, on the other hand -- where in X7 he played just like X only with a couple different abilities,

in X8 he has been altered quite a bit.

He is no longer capable of running and shooting at the same time like X still is, but as a

result of that, he can freely circle-aim with his rapid-fire gun.

This is great for taking out targets at various angles, though you're only limited to eight

directions.

Bullets do go off in between, so flicking between two directions to hit misaligned enemies

does the job, but I dunno why the limitation is even there.

Perhaps it was to equalize the D-pad and the analog stick, but if so, that's just dumb

-- can't make much more of that.

Regardless, there's also Axl's roll move, which no longer grants him invincibility frames,

making it kinda pointless now.

That said, since it's mapped to down + dash in X8 instead of a double tap dash like in

X7, at least you won't be fucking rolling into pits anymore by accident.

Credit's due where credit's due, right?

Finally, the copy shot doesn't need to be charged anymore and foes die a helluva lot

quicker from it, so experimenting with the copy ability is a more efficient process.

You can even hold onto a reploid's DNA and enable or disable it at will, allowing you

to conserve the energy, and inversely, turn back to normal if you became some useless

wanker.

Trust me, this'll still happen most of the time -- Axl himself is simply more versatile

in combat -- but at least the puzzle applications of the copy ability are a little less obvious

this time around, so that's something.

Of course, that leaves us with our good boi X.

What's rad as hell about him in X8 is that we can now mix and match armor pieces on him

between two sets: red and blue.

Each set has four pieces, making for sixteen possible combinations, and I have to say:

I found myself actively swapping around between stages.

For example, when I am facing many or tough bosses, I'd want 50% damage reduction over

being entirely invincible to weaker enemy attacks, and I'd want a faster dash with

invincibility frames over a higher jump.

However, when I'm merely hunting for collectibles, I'd prefer that higher jump, and I'd prefer

a jump that damages foes upon contact over decreased charging speed for my weapons.

Sometimes you may even face a bit of a dilemma, like do I prepare myself more for a level

itself or the Maverick fight that ends it?

It's a really natural evolution of the armor system with a degree of customizability we

haven't seen yet, and it completely fixes the X5 and X6 nonsense of being unable to

wear an armor until you gather all its pieces.

The only thing I found a little unnecessary is that a new armor piece replaces the equipped

one for the rest of the stage.

This is not a huge issue, but sometimes it's like: yo, give me that other piece back, please.

I will say, though, that I personally found X is initially somewhat outclassed.

His lack of a double jump or hover generally makes him less favorable for platforming segments,

as Zero and Axl can correct mistakes more comfortably and extend airtime, and only being

able to shoot straight ahead also proves to be a hinder at times.

With ducking removed in X8, especially, dispatching of tiny toddlers along the ground as vanilla

X can be a bit of a hassle.

By the way, I don't know why they got rid of ducking -- it made for some cool, if minor

extra depth -- but whatever.

Many opponents are now rocking shields, as well, which are shattered by Zero's third

combo slash, Axl's repeated, concentrated shots and X's full charge shot.

X is fine and can even be advantageous for this with certain enemy arrangements and bosses,

since you can charge while standing out of the way and during attack phases respectively,

but breaking shields on enemies that pop in front of you as X can mess with your gameplay

flow.

Thankfully, he does even out with his mates as you obtain armor pieces and secondary weapons;

perhaps not always in the same attributes, but in the bigger picture?

Yeah, I'd say so.

As such, preference of playstyle becomes the most important factor in picking your Hunters,

and that's exactly how I like it.

I'm glad to see X, Zero and Axl are now substantially differentiated, unlike in X7,

and that I find them all fun and worthwhile to use in their own right, unlike in X7.

I'm sure you could list more pros and cons they have under different circumstances, but

with so many variables to consider, I find that sort of thing hard to properly analyze.

Too many variables is also part of the reason I've always had trouble finding meaningful

stuff to say in all these reviews about the special weapons you gain from the Mavericks.

Unexpectedly, X8 is no different.

Like, the Drift Diamond is an ability I used to freeze strong enemies, occasionally I used

the Green Spinner to kill larger threats swiftly, but beyond that I got nothin', much less

so to go in-depth about it.

What doesn't help is that the X series has expanded ever so much with new mechanics and

features, and granted you more mobility and moves from the very beginning than Classic

Mega Man.

What was once a big deal in Mega Man 1 and 2 due to their simple and limited number of

mechanics is something that's grown largely irrelevant as far down the line as X8.

At this point, why should I go out of my way to experiment with a truckload of Maverick

abilities when I have to shift through them and possibly take potshots in doing so?

Why should I feel the need to use Axl's secondary guns when his primary one is powerful

enough and the only one that can break enemy shields, anyway?

I mean, more power to the people that see practicality in many of these tools, but me?

I'd be down for some serious streamlining done to the secondary weapons.

Reduce the number of them, for Christ's sake, and design dope, thoughtful challenges

and puzzles around that smaller pool of weapons.

Sometimes less is more, y'know.

It's not an X8 specific criticism by any means, but this is the last opportunity I

get to mention it, and being able to carry two characters into a stage at once further

accentuates the issue.

Obviously, don't take that as me dissing the duo feature, because I enjoy it just as

much here as I did in X7.

Actually, I'm lying -- I enjoy it even more in X8.

Now that the three heroes are better differentiated and balanced, it further enhances that experience

of going bitch hunting in a team effort, and you now only lose a life and thus return to

a checkpoint when both characters have run out of health.

I never thought it was a major flaw that X7 didn't do the same, as I usually switched

over before my current character was about to die, but X8 doing this switch automatically

upon a character dying is a nice luxury.

It would have been swell if the same applied to touching spikes and falling into pits,

but I'll take what I can get, I suppose.

X8 also added this Tag Assist malarkey, where you can switch to your partner to free yourself

from enemy clutches.

Sounds chill, but there's literally nothing to this at all.

It could've used like an element of risk vs. reward, and I think quick time events

would have been an excellent fit: succeed the QTE and the captured Hunter is released

without any damage, or fail the QTE and the captured Hunter is released but both Hunters

take damage.

As is, I always just swap back and forth as soon as I get caught and move on as if nothing

ever happened.

Alright...

Lastly, there is the new Double Attack.

See this meter at the top left?

That one grows by grabbing these red-blue diamonds, as well as by racking up combos.

Combos are lost either when you take a hit or when you don't deal damage for too long,

and the higher the combo the further the meter fills.

Once it's full, you can summon a spherical matrix around your character, and if this

sphere touches an opponent, your pair joins together for an orgy of bullets and saber

slashes.

This usually wipes out all regular foes on screen and bosses lose a decent chunk of their

health.

Naturally, this is the type of move you mostly reserve for the bosses.

It's a neat and flashy gimmick, for sure -- it's sick to finally see a team move

of sorts -- though I wish there was more of a punishment for failing the activation; if

you mistime or misplace the sphere, you can try again indefinitely, as the energy bar

refills over and over in next to no time.

Now, I'm not saying the entire bar should drain instantly, but I think 25% of it or

so would be sufficient to have a little more consequence to messing up.

This by extension discourages players from spamming attempts at triggering Double Attacks.

All that being said, I can appreciate how X8 improves upon ideas that were introduced

in X7, and adds some new ones on top of that.

The developers could have easily played it safer and gone back to the simplicity of X4's

mechanics, but outside of the 3D, they decided to go forward instead and I think they did

it well overall.

The opening stage, Noah's Park, is also a good tutorial for all the new play mechanics,

as well as the movesets and controls of all three characters, while managing to be fun

and natural at the same time.

Some of the more complex concepts like the enemy shields do rely somewhat on dialog from

the tutorial bitch to be explained properly, but I don't mind that for an opening stage

and you can ignore navigator calls like in X6 and X7.

X8 even allows you to disable Alia and the other pointlessly added navigators altogether,

so no more of this.

Relish in that sweet, sweet silence.

Once Noah's Park has been cleared, the eight main Maverick stages open up, and this is

where things get interesting.

Detractors of the game have their reasons for feeling the way they do about it, and

the level design is typically among those reasons.

I think it's accurate to say that X8's selection of levels is the most gimmicky of

the whole X series.

In a gaming context, however, gimmicks are not necessarily bad; in fact, when used right,

they can enhance a game's variety and help in setting stages apart from one another:

think of having to avoid security lights and traps in Central Computer in X2, and clearing

an obstacle course against a timer to achieve the highest rank in Cyberspace in X4.

It's important, of course, that these gimmicks are fun and engaging, mesh well with the flow

of the gameplay and are generally well-executed.

This is where X8 doesn't quite hit the mark for me.

I should start by talking about my favorite stages and why I like them the most: Booster

Forest and Pitch Black.

These are pretty standard Mega Man X affaires in many ways: side-scrolling running and gunning,

making your way around various hazards, and setpieces that allow you to show off your

platforming and wall jumping prowess.

What differentiates them, then?

Well, the gimmick of Booster Forest is that you can carry a Ride Armor all the way from

the start of the level to the end.

In order to do that, though, you'll need to place it on conveyor belts and pick it

up again before it falls off the stage, bring it to higher ground with raising platforms,

and not lose it to pits or combat along the way.

By no means is the Ride Armor necessary -- you can finish the level totally fine without

it -- but the further you bring it along, the more items and secrets you can reach and

find, and you can brutally murder enemies.

As for Pitch Black, the enemy facility you're infiltrating is covered in darkness by a good

bit.

This means you need to be cautious of where you're going, keep enemies that act as light

sources around to be able to see, and at one point sneak around security lights to avoid

encounters with guards.

There's even a possibility of passing through the security lights without causing trouble,

as well as turning on the lights for the entire facility, making the second half fully lit

and thus easier.

I have no idea why J hates Pitch Black (alright, let's not play fools... 'cause he needs

to git gud), but in my opinion, it and Booster Forest are quality stages; both deliver on

the Mega Man X gameplay flow you'd expect, while creating their own identity through

their unique, competent gimmicks.

Unfortunately, the remainder of the six Maverick stages…

I think they fall short, to various degrees.

Most of us can probably agree that the worst of the bunch has to be Dynasty, where you're

chasing Gigabolt Man-O-War through a rando city.

The more complex core mechanics have made place for the Ride Chaser's simpler mechanics,

and beyond that, there isn't much going on.

The stage is functional: you dodge or blow up holographic signs and traffic to prevent

damage and a loss of velocity, snag Booster pickups to gain bursts of speed, and it controls

better than the highway garbage in X7, but it just isn't eventful or satisfying.

If you fall behind too far in, it becomes a pain to catch up as Booster pickups appear

less and less, and often when you do boost, it sends you slamming into obstacles.

On the other hand, if you do well early on, you'll likely stay right on Gigabolt's

tale and finish in under a minute.

At least in that case the level doesn't overstay its welcome, but either way there

isn't much to master here.

The next example of a stage I don't care for, which does use the core mechanics, actually,

is Troia Base.

Here, you go through a series of... mini games, for lack of a better term -- kiiiind of inspired

by Gunstar Heroes, I think, for the two of you that have played that at least -- in which

you fight off enemies in a dedicated room; the better you perform, the harder subsequent

mini games are, and the more rewards you get by the end.

It's a novel shake up the first time you do the stage, but the appeal of it is lost

about as quickly as a 100 minute long Jak and Daxter review…

Oh wait.

The first mini game takes a minute no matter what -- no way to end it any earlier -- while

most others can be over in ten seconds, if that, almost as if they might as well not

exist.

Seriously, what was that?

A few seconds of holding fire and we're doneso?

I guess the stage can be considered more engaging if you aim for perfect ranks across the board

every time, but it says something about your mini games and how entertaining or satisfying

they are, when I found some of these extremely short bursts of platforming and wall jumping

in between more fun to revisit.

And that's really the crux of the issue with much of X8's level design: it's not

that I found it bad or broken -- far from it -- I just didn't find it very replayable.

When it isn't really gimmicky like Dynasty or Troia Base, I noticed there's more auto-scrolling

than usual.

Inferno springs to mind first, with the majority of it made up of sections where the camera

is panning down, and you have to stay in between the top and bottom of the screen by using

the platforms.

The first time, I enjoyed myself with this level, since I wasn't familiar with the

patterns and enemy placement, and so the speed of the scrolling was a threat.

Naturally, on every subsequent playthrough, it turns into more and more of a snorefest,

because my experience diminished the challenge, yet I can't control the pace accordingly.

The result is that I'm waiting for the game to catch up with me instead of the other way

around.

This is one of the main reasons people often don't fancy auto-scrollers too much.

Don't get me wrong, I did still die in Inferno every now and again on later playthroughs,

but the stage contains about four minutes worth of this stuff -- it's simply not compelling

for so long.

The climb at the end in particular is so repetitive and devoid of stimulating activity that it's

a mind numbing waste of time.

Granted, Inferno may be the most egregious example, but it's not the only one.

In Metal Valley, you're chased by a berserk Mechaniloid across a deserted metal quarry

field.

You can outrun it, but you'll be waiting for the Mechaniloid to catch up once you reach

the level's dead end.

Then, after clunking its head three times with a crane, you're going through the stage

backwards, where all you can do is follow the poor guy as it stomps through the level.

While not as long as Inferno, Metal Valley is more boring, if you ask me, if only because

it's never even challenging to begin with; you just sorta get pulled around like a dog

on a leash, and attack stuff on flat lines of level design.

Barely any intricacies here, and right before the showdown with the Maverick, you do the

Mechaniloid's head in with a crane again.

Back and forth, back and forth to hit the switches with no escalation...

Did I mention Metal Valley is boring?

There's also Central White, which is more Ride Chaser shenanigans.

You can dash to your heart's content, so do that as much as you safely can, but there

are still multiple segments where you're going straight on flat terrain and shooting

incoming waves of enemies.

Woohoo.

The mini bosses also drag on with extended periods of time where you cannot hit them

at all, and overly long introductions and explosions.

No joke, the first one explodes for like twenty seconds.

What's wrong with a boom and moving on?

Even the first of the final stages, Jakob, is more auto-scroller: an elevator ride during

which you kill foes for close to four minutes until you reach space.

That's all she wrote.

Now, if the combat had some depth and was engrossing, I perhaps wouldn't bat an eye

so much, but no -- you'll be taking out most of these enemies with little to no effort.

As a matter of fact, that leads me to another one of X8's annoying habits in general:

locking you into a room and having you fight waves of enemies.

All I ever do during these segments is stand in a corner and blast away as Axl, or use

the Z-Saber and its giant hitbox to wreck whatever spawns in.

This shit is in Noah's Park, three out of the eight Maverick stages -- two of them being

Booster Forest and Pitch Black, meaning even they are bogged down to some extent -- and

in all of these levels, there are not one, but two of these dedicated enemy rooms.

Sure, none of them should last longer than half a minute, but all the same it's mindless

busy work.

Integrate foes and combat with the platforming and other hazards; y'know, make more actual

level design -- not this crap.

Or do it like Pitch Black's searchlight section, where fighting guards is a punishment

for getting caught.

Add up all the complaints and you have a mix of stages that don't sport the best pacing

and lasting appeal.

Variety and each level being distinct is great, but outside of Booster Forest and Pitch Black,

I don't think X8's stages bring the best kind of variety to the table.

I'll repeat: on the first playthrough this doesn't have to be an issue at all; in fact,

I was enthused by the constant variation and shake ups.

It was like: damn, look how many unique mechanics and ideas they've crammed in.

But then as I played the game more and more, I realized many of the gimmicks are shallow

and there was a lot of time spent kinda waiting around or doing little of value.

I suppose it's subjective, of course, as I suspect not everybody will be bothered by

what I consider ''shortcomings'', here.

I mean, we all enjoy games for different reasons; perhaps you love the gimmicky approach and

auto-scroller sections, and don't find it hampers replayability.

I have no intention of taking that away from you, and I have to give X8 credit, as well,

for being pretty light on the cheap enemy placement and such.

I was expecting Central White to contain that typical, unforeseeable Ride Chaser bullshit

found in X4 and X5, but to my surprise only one or two unfair deaths occurred on my first

playthrough of it.

Beyond that, I didn't really have any trouble here because I could see what's coming up

fine.

Sometimes you'll need to be fast on the reflexes, but you can always slow down if

necessary.

You're not told you can slow down, which maybe contributes to some people having bad

experiences with Central White, but uh yeah, I was happy to see an actual decent Ride Chaser

stage for once.

Primrose is also an example of a stage with a gimmick that can kill you instantly, but

it teaches its layout flipping mechanic very naturally by employing the typical progression

of: mechanic introduced in a safe environment, mechanic combined with potential for damage,

mechanic used in an advantageous way, and then building more demanding and complex scenarios

around those fundamentals.

The escalation is a bit slow, in my opinion, and I would've liked to see more precision

and timing heavy set pieces designed around the layout tilting toward the end, which is

also the reason why I don't find the level as good and replayable as Booster Forest and

Pitch Black.

Another reason is this fucking spike room that comes straight from hell and misleads

you into death.

Combined with a harsh checkpoint, this part severely pissed me off on my first playthrough,

but it's about as unfair as the level design ever gets, I think.

Still, Primrose is probably my third favorite stage in the game for not being an auto-scroller,

and having an interesting gimmick with cool possibilities.

And pro tip: if you do this level as your third, a battle with Vile takes place in the

infamous spike room instead.

Don't know why, but you're welcome.

Unfortunately, while the level design may be fine, if flawed, there's an aspect of

X8 that can make said flaws stand out tremendously.

I'm not referring to Retry Chips, though those certainly don't help -- no, it's

100% completion...

Fuck me sideways with three mega dildos, I hate 100% completion in X8.

Let's start with the little things, shall we?

Zero and Axl cannot acquire X's armor pieces, a shittacular design choice carried over from

X7.

This is pure padding and also means that a team of Zero and Axl is a no go if you're

out for armor pieces.

The fact there are eight of them in X8 only adds insult to injury.

Secondly, four of the Rare Metals are conjured into existence using a charged up Crystal

Wall from X.

As far as I know, the game doesn't tell you you can do that, and even if you know

to do it, break a leg finding all the digging spots, dude.

Like, without outside assistance, how was I to know there's an item in front of this

power generator?

The ones in Primrose and Booster Forest are at least in suspicious locations, to be fair,

but on the whole, do you really fancy wankering around like a dumbass, digging places for

stuff?

Some clues or hot and cold pointers would have been much appreciated.

This isn't even mentioning the backtracking potential it creates; you'll need both the

correct boss weapon and one of two capable armor pieces to charge said weapon, and the

chances of a newcomer missing either before playing stages containing underground Rare

Metals are very high.

Sadly, armor capsules only opening for X and underground Rare Metals are merely the tip

of the iceberg, because will you be doing a lot of backtracking without a guide, believe

you me.

I actually don't even know where to begin with this, so let's just examine a few examples.

The worst one has got to be at the very end of Central White: you need Zero's double

jump to climb this ledge, then you need Optic Sunflower's weapon to melt these ice cubes

-- fire doesn't even work, so shoutouts to artificial solutions -- then you need X

for the armor capsule, and you'll probably need Axl to cross this gap to a Rare Metal.

You can reach it with vanilla Zero and very precise timing (or spamming characters swaps

if you're a dirty, skanky little cheater), but it's plausible somebody would resort

to Axl's hover instead.

Of course you probably won't run into all four possible roadblocks, but frankly, redoing

the entire stage once is tedious enough, let alone four times.

Booster Forest is no slouch, either, with three out of four items requiring the Ride

Armor in some capacity.

Seems harmless, except when you lose the Ride Armor or die anywhere, you have to redo the

entire level because there are no Ride Armors at checkpoints.

The last of these items can choke on my balls especially, because it took me three attempts

to figure out how to pass this series of spikes.

That's three Booster Forest revisits in full in trying to obtain the last item alone.

There's also Axl's Copy Ability and how it's mandatory for an item in three stages.

This is a double-edged sword, because I do like that the Copy Ability is used for some

clever puzzle-solving -- not the obvious rubbish as seen in X7 -- but anytime Axl isn't in

your team, that's even more backtracking to add to the list.

Normally, I'd suggest all items should be obtainable with at least two of the characters

to tackle this problem, but since the Copy Ability is so limited in use already, I can,

under this special circumstance, see why that wasn't done.

Now, those are examples of retreading of ground you can avoid by planning your stage orders

and characters, however, X8 also has some of it you literally cannot escape.

Inferno, for instance, has three items that each require a different character; if only

Zero and Axl could obtain armor pieces, we wouldn't be having a problem.

Metal Valley has an underground item, even though the boss of this stage is the one to

grant you the Crystal Wall.

Why not place that underground item in another level?

Heck, even the opening stage, has three items only reachable on a second visit.

It's for arbitrary reasons, too, like this door that wasn't open initially but now

is?

The point of this, understand I do not.

The stupidest case of the bunch, though, is Troia Base, which has one Rare Metal for perfecting

all missions in one flawless run (this is a giant pain in the gonads, by the way, but

I'll spare ya the details), and another Rare Metal for perfecting one specific mission

only.

Problem is, both rewards spawn in the exact same spot, so do the flawless run and it overlaps

that mission specific Rare Metal, forcing you to replay the entire level to get the

latter.

Are you kidding me?

They couldn't program the two items on top of each other?

You're toying with my patience, game.

Perhaps I'm beating a dead horse, but the chore that is 100% completion, particularly

the first time, is legit.

No other X title has made me reach out for the internet nearly as frequently as X8, and

the amount of possible backtracking involved is insane.

You see now why the shallow level gimmicks, auto-scrollers and combat rooms got on my

nerves?

Honestly, the ability to warp between checkpoints once a stage has been beaten would have been

sweet as far back as X1, but it was damn near essential for X8 and it's still not here.

Imagine how wonderful it would be if you could just teleport to the desired area when you

needed to bring Axl's Copy Shot somewhere.

Imagine how wonderful it would be if you didn't have to redo all of Central White every single

time you couldn't get an item.

I'm sure somebody would think of an argument against fast travel, but as far as I'm concerned,

it could never weigh up against the advantages.

It's a bummer, 'cause the substance of a fun 100% quest is there, and you can finally

see how many remaining items a stage holds again since X3.

But eh, we're not quite done, because I'd argue 100% completion doesn't even stop

with amassing items in stages.

Save files technically say it does, but there's also the R&D Lab.

Those Rare Metals I've been mentioning?

Outside of X's armor capsules, they are the only collectibles in X8's stages, and

basically what they do is put up actual upgrades and items for purchase in the lab.

Some of these upgrades and items can even be bought off the bat.

All combined, the shop goodies range from expanding character Health and Weapon Energy

bars to expanding Zero's Z-Saber combo, and from Health and Weapon Energy tanks to

one-use items like a shield that prevents you from dying on spikes instantly.

This is all done to introduce a new concept to the X series: currency, which are Metals

in this game.

Metals can be earned throughout stages by checking out nannies and crooks and simply

defeating opponents, and the higher your combo in those lame-ass combat rooms specifically,

the more Metals you're rewarded with.

For them two elements mentioned above alone, I think the shop system is a welcome addition.

It also gives options in how you buff up your team at any time, which is a nice bit of player

freedom.

Don't expect to buy everything, though, because you won't stash nearly enough Metals

by normally going through the levels.

This can be seen as a positive, considering it imposes limitations on the player, but

it can also be seen as a negative if you go out of your way to amass Rare Metals, only

to discover afterwards the stuff they unlock is simply too expensive.

You can farm normal Metals if you want, a process most efficiently done through these

Intermission Stages of which I have no idea how they actually become available, but this

is ludicrously boring busy work that I do not have the patience for.

At least the option is there for those with the will and the time to kill, so it's kind

of like an RPG in that sense, where grinding equates to better stats.

The R&D Lab is also where you buy your Retry Chips, and not maxing these before heading

out, is asking for trouble.

So, the Retry Chips, what are they exactly?

Well, X8 decided to make lives something you must buy instead of something you can find

in the stages, and something you can only bring a total of five of at once.

We're back to the rules of running out of lives, potentially right before the end of

a level, and then having to restart it from square one.

To be honest, I can see a certain appeal in having to do an entire level with a limited

pool of lives, and if that's the type of skill and endurance testing the developers

wanted to derive challenge from, I don't think that's inherently wrong.

The reason it sucks harder than Ryan last night in many '80s and early '90s games

specifically is because their design was often unfair to begin with, so the further you're

sent back as a result of cheap bullshit, the more frustrated and cheated a player will

feel.

X8 is thankfully pretty fair in that regard, as I've said before, however, it does still

have its moments: some boss attacks can happen too fast for a new player to read in time,

and on the whole, the game has a bigger fetish for pits and spikes than Exo does for GameCube,

HDMI-modded, flicker filter disabled, 4K integer scaled Enter the Dragonfly footage.

Now, outside of THIS... the majority of pits and spikes are placed fairly, so dying from

them is usually the player's fault -- unless you count the sides of spikes killing you

-- but it's so human to make tiny slip ups from time to time, and I can't be the only

one who felt agitated in those moments.

Combined with Retry Chips, it gives off a sense that the developers had trouble creating

complex and thoughtful challenges, and decided to resort to a bunch of simpleton, instant-kill

hazards and limited lives as a substitute for difficulty and longevity.

Technically not unfair design, but I wouldn't blame anybody for calling it lazy and frustrating.

So, what happens is that X8, in my opinion, is not all that hard in terms of the actual

content presented to you to overcome, if you get what I'm saying, but that it's very

punishing and unforgiving of player error.

Maybe some people dig that, but me personally, I prefer games where the moment to moment

gameplay is tougher yet more satisfying, while being able to practice endlessly; I believe

it to be a more resourceful source of challenge than being sent back to redo previous shit,

because you ran out of lives on something that may not even have been that difficult.

All of this is to say X5, 6 and 7 did good in making lives meaningless, and that the

Retry Chips seem regressive to me, especially in conjunction with the by now well dissected

level design flaws.

You can play on Easy mode, which has infinite Retry Chips, but the game in general is easier,

everything in the shop is unlocked so there are no Rare Metals to collect, and the credits

suddenly kick in before the two final bosses.

I despise when a game flips you off like that; if you can't even finish on Easy mode, who

would bother picking it?

It's a trap, man, so play on Normal mode.

You may not appreciate the Retry Chips, but I don't find X8's overall design problematic

enough that the experience is ruined by them.

Again, J is a bit of a cry baby and should bow to his master RZ.

There is one exception that irrefutably crosses the line, though: Sigma Palace.

This last stage has a Vile mini boss, many screens wallpapered with spikes, and three

bosses in a row before you win.

Sheesh, you think that's enough?

That's too bloody much to do on one set of Retry Chips, and they show no mercy with

those final bosses.

It's not like X1 or whatever where you have two shorter, less dangerous phases before

the last phase -- no, three lengthy, full-on bosses with multiple phases therein, and zero

health replenishment between any of them.

And the grand motherfucker of cheap-ass bullshit is that the last phase of the final, final

boss sports a not so obvious timer that, once it runs out, is a 100% guaranteed death.

Oh my God...

The timer isn't that strict, but why is it there at all?

Just to try everything the devs could to skim you of Retry Chips at the last possible moment?

Screw you, that's garbage!

There should have been a split between the level itself and the three final bosses, seriously.

It's left a sour taste in my mouth about Sigma Palace, which is regrettable, because

the final bosses themselves are some of the better ones in the series.

The Sigma encounter is brutal with a wide range of hard hitting and quick attacks, really

requiring great reflexes and anticipation.

It's very fast-paced with little down time, and all the telegraphs are there to be learned,

which is how I like my bosses: fair and satisfying.

The first battle against Lumine is also quite cool.

It's slower than the Sigma one, with Lumine often dancing around invincible and not doing

too much between assaults, but the premise is that he cycles through attacks from the

eight Mavericks.

This makes for a diversified fight that comes together to see if you still recognize the

various telegraphs and know how to act upon them.

The last battle against Lumine is my least favorite, however.

I'll be forever salty about the timer baloney and beyond that it isn't particularly remarkable.

We're not talking about a complete push-over, but the attacks aren't all that threatening.

I kinda like how you have to remember the positioning of these vertical spears for when

they rise back up from the ground, but the rest of it is pretty predictable.

Sigma's honestly the hardest and most fun boss of the three, if you ask me.

The good news is, the Maverick fights are solid overall in X8.

The bosses have this quality to them where every attack is telegraphed, meaning that

avoiding damage should always be possible, but on your first time you're likely not

going to notice or react upon all these tells; some of them are quite subtle, while others

are followed up by the attack very shortly.

This is the good type of trial-and-error -- so not cheap hogwash X6 is plagued with -- although

as mentioned before, this can still lead to some frustration due to the Retry Chips.

That's not a flaw of the bosses, though, because where's the challenge in a fight,

or stage for that matter, if you can master everything the first time; there's nothing

wrong with catching newcomers off-guard, so long as the tell and reasonable chance to

avoid a negative outcome was always there.

What I also enjoyed about the bosses in X8 is that all of them have three phases they

go through: the first is calm and simple, the second ramps things up a bit and the last

is where the fellas go ham with a dangerous attack.

Bamboo Pandamonium, for example, starts out only shooting a rocket and summoning these

poles from the ground, then he adds the tossing of bombs into the mix, and finally he'll

gain the ability to perform this forward supercharge that does hella damage.

I don't think I need to make much of an argument for why this is cool: having a fight

escalate multiple times progressively ramps up the intensity, and it prevents the whole

affaire from becoming repetitious.

Not every overdrive phase is as exciting as the others -- Earthrock Trilobyte summons

these crystal walls for a while, which are really easy to manoeuvre through -- but I

appreciate the attempt at spicing up the boss encounters this far into the series.

And taken together, I had a fun time with the Mavericks here.

Yes, even Earthrock Trilobyte, which in spite of his lackluster overdrive, is decently challenging

with these projectiles bouncing around the room, demanding you to adjust your positioning

as you try to sneak in hits.

My favorites, however, were probably Dark Mantis for how unpredictable he can be and

therefore requiring onpoint reflexes and anticipation, and Burn Rooster because his kick ricochets

him back and forth between objects and walls, which becomes trickier to dodge as the arena

becomes more cramped for space.

That's all fine and dandy, but there's one design choice that may put people off,

and that's how the bosses become temporarily invincible at set health percentages.

It could be seen as bogging down the pace of the battle, and I think this state of deflection

could have used some clearer visual communication to prevent any and all confusion for newcomers.

I'll accept that for what it is, though, for the benefit the boss deflection provides:

it forces players to deal with and take the various attacks of bosses seriously.

This handled itself naturally in most of the X titles considering you're a one-man army;

after all, you've only got one health bar, and so bruteforcing posed a significant risk

of dying.

With the advent of X7, you've got two characters and thus two health bars against one opponent,

so balancing measures were in order.

The game did this by simply giving bosses a boatload of health, which works, but as

a result, fights usually took forever, which made dying and starting over especially soul

crushing.

X8's bosses, by contrast, really don't have that much health, but because there are

intervals where you cannot inflict damage, you have no other choice than to learn their

attacks and patterns to some extent.

This approach, while maybe not the most elegant, is at least superior, since it reduces the

length of the Maverick encounters -- they are shorter in X8 than in X7 -- while simultaneously

tackling the problem of X6 where you could often hack or shoot away blindly without consequence.

And you didn't even have two characters there.

Oh, but don't say that, though, because X6 wasn't unbalanced or unfinished -- it

was supposed to be hard!

My dick's supposed to be hard...

Now anyway, despite the improvements, the balancing is not perfect in X8 -- not even

close.

When a character takes damage, you see these red bars, which steadily regenerate to green

if you switch over to the other teammate, or steadily disappear as long as you don't

switch.

This is not a poor mechanic at all, incorporating some small, strategic, on-the-fly decision

making, but the reality is there are so many resources available to restore health already:

you can fully upgrade each character's lifebar to max through the R&D Lab -- no dividing

Health Containers between the Hunters here -- and assuming you found all the corresponding

Rare Metals, we're back to being able to carry four Sub Tanks.

Why?

You can even refill these Sub Tanks for pocket change in the shop, and pickups within stages

still refill them, as well.

I don't think I need to spell out what this means for the boss encounters, and it's

even worse if you use their weaknesses on them.

X8's boss rush, in particular, is an absolute joke for these reasons.

Truthfully, they should have gotten rid of Sub Tanks altogether and perhaps even reduce

your possible max health; we already have two characters -- sufficient, as is -- and

it would make that health regen swap mechanic thing truly meaningful instead of extremely

redundant.

Self-imposed challenges is really the only way you're gonna get the most out of these

bosses, and even the Hard difficulty doesn't do enough to solve this; it limits max health

and throws bosses into overdrive sooner, but all Sub Tanks are still present.

Hard also reduces the number of Retry Chips you can carry to three, so that just makes

the stages with their pits and spikes more nerve-wracking to play.

Another opportunity for the game to rebalance itself was the New Game Plus mode; think of

the Ratchet & Clank titles and their challenge modes, how the difficulty is increased to

account for all your amassed upgrades and weaponry.

Unfortunately, X8's New Game Plus is not adjusted: it's entirely the same shit as

before, only with all your upgrades and items transferred over.

You can unlock the three navigators as playable characters, which is admittedly a cool bit

of bonus content they didn't have to include, but they're incredibly expensive, so I couldn't

be arsed.

Honestly, you're better off printing out this image of Alia, Palette and Layer in bikinis,

if you're craving navigator action.

This is official art in the X Legacy Collection, by the way...

Not sure I find that awesome or concerning…

So, you may have noticed I haven't brought up the story yet, and there are two simple

reasons for that: I don't like starting reviews with the typical stuff, and X8's

story was mostly one ear in out the other for me, anyway.

The basic plot is fine: there are these mass produced, new-generation Reploids that can

copy the DNA of other Reploids, which Axl was actually the prototype of.

Their ability to change their shape according to a task makes them the perfect workers for

the Jakob Project, an effort by mankind to research and colonize the moon through the

use of an orbital elevator.

This operation is ultimately an attempt to escape the ever continuing Reploid rebellions

that have been taking place on Earth for years.

All is well and good, until the leader of the project, a Reploid named Lumine, is for

unknown reasons kidnapped by Vile, who hasn't seen the light of day ever since X3.

The Maverick Hunters set out to rescue Lumine and collect information about what's going

on, and then the story just kinda grinds to a halt.

The team chit chats between every level, but most of it is filler that has little bearing

on anything: X repeats his disappointments and concerns about war for the millionth time,

Axl acts like a tryhard and the new navigator, Layer, has a love interest for Zero.

Zero's feelings for her aren't explored, though, so that relationship goes nowhere.

In fact, there isn't any sort of character development to speak of, and perhaps I wouldn't

be bothered by that, and the lack of real plot progression, if the actual dialog was

better.

Ugh, what are these lines?

Not all the small talk is bad like this, but I found none of it particularly entertaining

or thought-provoking.

The only new, relevant information that's revealed during these Hunter Base conversations

is that the copy chips of all new-generation Reploids closely resemble Sigma's DNA, however,

this falls into the background and isn't elaborated on until you reach the final bosses,

meaning more dead air until then.

Once you do reach those final bosses, Sigma tells you that he's been out for the Jakob

Project all along.

He plans to wipe out humanity and all the old-generation Reploids that don't contain

his DNA, and start a revolution with the new-generation Reploids in space.

Who'd have thunk.

But then, when you beat Sigma, Lumine steps in as the top leader of the evolution and

thereby becomes the true villain of X8.

A lot of fans really like that, and while it is nice to have Sigma not be the ultimate

bad guy for once, I found Lumine rather boring; freaky af, no doubt about it, but a forgettable

character otherwise, I suppose in part due to the severely limited screen time.

The opening also clearly communicates something's fishy about Lumine, so the plot twist he's

evil wasn't nearly as much of a plot twist as the fact he's a guy and not a chick.

Anyway, it's confusing shit, because why would Vile, who confirms to work under Sigma's

orders, kidnap Lumine?

Was the kidnap like a collaborative trick from Sigma and Lumine to lure out X, Zero

and Axl?

If so, why risk getting them involved?

That clearly wasn't the smartest of ideas.

What's even weirder is that, after defeating Sigma, Lumine says to the Maverick Hunters

that the plan has gone smoothly thanks to them…

What?

How are they advancing the plan by interfering with it?

Did Lumine want Sigma dead?

Don't see why he would, but then kill him yourself!

Like, is there something I'm missing here?

When the story is finally going somewhere after so long, it doesn't seem to make all

that much sense.

Lumine also explains new-generation Reploids sport the power of going Maverick at will,

since their copy chips were derived from hundreds of older Reploids.

This included Sigma and his philosophy of evolution.

So Sigma's DNA is part of the mix, fine, but going Maverick at will?

Isn't one of the key features of the new-generation Reploids supposed to be that they're resistant

to the virus?

After all, X4 shows Sigma getting the virus from Zero, which I assume is why he goes Maverick

later -- not his own DNA.

Perhaps what happened is the virus inside Sigma triggered the development of new code,

and the copy chips didn't read that developed code as a product of the virus...

I'd buy it, but the game doesn't answer the question, neither is it, to my knowledge,

ever defined anywhere in the series what exactly the virus does to a Reploid's mind and how

quickly it takes effect.

It's messy storytelling, which is a shame, because the lore of the X series is intriguing

in concept with a lot of potential; the execution just couldn't deliver.

Oh well, Lumine gets asswhooped, and in his dying breath he breaks Axl's crystal.

Axl's knocked unconscious and we end on a cliffhanger for what actually happens to

him.

Too bad the X series stopped after X8 and we never got an answer.

Oops.

As for X and Zero, they share a little conversation about continuing to fight the Mavericks and

their evolution, even if that goes against their own destiny, ending the game on a pretty

badass and inspirational note.

Besides that little moment, though, can't say I gave

a monkey's about X8's story, and the presentation doesn't quite pull me in, either.

Now, I'll be reasonable -- the voice performances stomp and pound all over what was in X4 and

X7.

For the first time (not counting Command Mission), we've got some acting in the X saga that's

actually competent.

Some of the Mavericks are ridiculous... and Alia sounds stilted and pronounces words

with ''L's and ''R''s in them in a weird way... but for the most part it's

all palatable and not too distracting: Lumine sounds appropriately mysterious and freaky...

Sigma has that delicious, hammed up villain quality to him... and the

heroes themselves can finally be taken a bit seriously.

X's actor, Mark Gatha, in particular, managed to deliver a confident, yet compassionate

and caring sound that fits the type of character he is very well.

Lucas Gilbertson also does a good voice for Zero, although I find his delivery is kind

of off.

It's as if he's losing his mind at the end of many of his lines.

Lastly, we have Jeffrey Watson for Axl, and I definitely like him better than the whiny

brat voice we got in X7.

It's a bit too arrogant and forced sometimes, the dialog also being part of that... but

it's fine otherwise.

Overall, the acting isn't special or anything, but I wouldn't mind seeing most of this

cast return and improve for a potential X9 in the future with better direction.

Won't happen, I'm aware.

Sssshhh.

The in-engine cutscenes are also not totally laughable, how about that?

You see the developers experimenting more with cinematic camera movement and angles,

and all of the Mavericks enter the scene in their own unique fashions instead of just

being there already.

Characters are animated more believably with more detail and their mouths actually open

when they talk.

It's doesn't classify as lip-sync, though, and choreography remains limited, with the

peeps standing in place as they banter back and forth.

We may have gone a step up from X7, but compared to something like Sonic Heroes, which isn't

even impressive presentation-wise for its year or release, X8 is still clearly a couple

ticks below that.

Makes me wonder what the budget for the game was, when you take into account, as well,

that all the Hunter Base conversations are presented in Game Boy Advance style with a

handful of 2D images of different expressions for each character.

The 2D assets aren't even scaled well: text, menus, character portraits, UI -- it's all

soft and uneven, some of the worst I've seen in a sixth generation title.

The X Legacy Collection version of X8 does polish this over somewhat, but the results,

while even, are a bit jagged, so not ideal.

As for the graphics themselves, I don't think they've aged well and even for the

time they left a lot to be desired.

What first stuck out are the character models; they're all so tall and thin and the faces

look... malformed and derpy.

It's not as jarring during most gameplay itself, but when viewed from a short distance,

they are not a pretty sight.

Dive a little deeper, and only more shortcomings come to light, like circles for character

shadows...

I mean, c'mon, this isn't the PS1, guys; for a late 2004, sixth generation title, the

absence of shadow mapping or something in that ballpark is pretty bad.

Crash Bandicoot: The Wrath of Cortex did it in 2001 and has more stable performance to

boot.

Sometimes X8 doesn't even draw a shadow underneath vehicles or characters at all when

it should, like in Central White here, or in the middle of this elevator in Booster

Forest.

It looks unfinished, almost, and then you move to the sides and your circle shadow magically

poofs back in, like what?

Particles can be noticeably pixelated, even from a moderate distance, and, I'm sorry,

but as soon as the game starts in Noah's Park, you see this ugly-ass, 2D foliage in

the foreground, and these ugly-ass, 2D trees and leafs in the background.

That's not a promising first impression, and the environments in general just don't

do it for me.

Many of the levels look drab and uninspired, like Metal Valley, Pitch Black, parts of Inferno

-- smeared with dull greys and browns and lacking in memorable aesthetic design.

It's even worse when in one of these levels, you have blatant pop in that the Alchemist

from Spyro 2 would be able to see.

Seriously, we're not pushing a ton of polygons here on this linear, restricted path, and

there's still staggering slowdown.

Ai...

I'll admit, a couple of the stages have good eye-candy, like Troia Base, sporting

nice art direction, as well as decent particles, various moving parts and lights, and this

neato effect when walking along the ground.

It's not so generic or boring; it's a bit lively and vibrant, and along with Primrose,

I'd say they're the two most appealing areas in the game.

On the whole, though, while I've certainly seen worse and can take it for what it is,

X8's visuals are plain underwhelming.

And no, as far as I could tell, the X Legacy Collection port doesn't enhance most of

this; it removes all the slowdown and bumps up the resolution to native 1080p, obviously,

but the rest of the graphics shebang goes untouched.

It's the version I recommend regardless, though the original is also a perfectly fine

option if you must.

It has 480p support, so with the aid of Component cables it can look pretty presentable on a

modern TV.

The 480p mode is also botched, however: the gameplay itself is flawless, yet the pre-rendered

cutscenes are off-centre with cutoff as a result, so pick your poison between that or

everything in 480i.

It really baffles me such a glaring problem was never fixed.

Another reason the XLC version is superior is the near non-existent load times, but if

I'm honest, the loading isn't that obtrusive in the PS2 original, anyway.

For one, it's only once per level (boss rush included) so that's already a massive

improvement over X7, and stuff is actually being loaded during the Maverick intros now,

which is an obvious, but a good optimization trick regardless.

Man, X7: a game so awful I'm still shocked a year after ripping it to shreds.

I guess that leaves us with the music, but what do I say?

I mean, I liked it, but broadly speaking it had a tad too much electric guitar for my

tastes and that buttrock sound to it that reminds me of Sonic Adventure 2.

Jeb's gonna murder me for that...

After seven or so playthroughs of X8, I'd be hard pressed to remember half of the tracks,

as a bunch of them are rather bland and forgettable.

There's even some ambient guitar shenanigans going on in Pitch Black, and though it fits,

it's really boring.

That said, not everything is electric guitar, and some of the buttrock stuff is pretty sick

and memorable with good composition.

X8 definitely has one of my least favorite scores of the eight titles, but nonetheless,

here are a few pieces I found myself returning to after finishing the game.

Mega Man X8 is a fine experience and I enjoyed it for what it was: from the great controls

and core mechanics to the balanced characters, and from some of the nice stages to the solid

boss fights, I can see myself picking the game up again from time to time in the future.

I think it's got quite a bit of heart with many cool unlockables and references and such,

and I'd be down to see a potential X9 build and improve from here.

On the flip side, X8 definitely is not the return to greatness I was hoping for: with

a lot of questionably executed level design, annoying Retry Chips, terrible 100% completion

and a mediocre story and presentation, the total package still bears the marks of second

stringers.

Like X5, I see a great game in here, but for me it simply lacks the consistency and timeless

addictive quality that the X series' best titles have.

There is certainly more wiggle room for X8 to be loved by players than X6 and X7, but

I'm left wondering if that's one of the main reasons it's loved to begin with.

Alright...

There we have it, the X8 review.

Thank you for watching and I hope that the video lived up to the hype.

Special shoutouts to all the lovely folks scrolling by on screen, and if you like my

endeavours on this channel and wanna support them, consider backing my ass on Patreon -- it'd

be much appreciated.

Have a fantastic day and take care.

For more infomation >> Mega Man X8 Review - Quickies Don't Cut It - Duration: 57:33.

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O que faz com que o T-50 seja o melhor caça no ranking internacional? - Duration: 4:39.

For more infomation >> O que faz com que o T-50 seja o melhor caça no ranking internacional? - Duration: 4:39.

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T-Series Never Sub Bot!, Here's Why And How - Duration: 1:37.

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Fix: So how they (get) 100k views every video

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