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The Binding of ISAAC phenomenon – ugly masterpiece!

Once again, stably showing the meaning of the word “relevance”, I publish this primary April Blog, guided by Article 12 of the legislation Stop Game ru: «Dedlines are needed in order to ask them». And by the way about to push – I hope you are ready for this! Filled with inspiration and the desire to talk about the most burning topic Mikhail Deadnov In place, your advantages and subscription are already standing – we will not pull the gappi for the testicula and we will start!

The question that I asked to write this blog is extremely simple and, it seems to me, is very obvious for Not familiar with the game of a person that he will look at her for the first time: how it can be generally interesting and how it can give genuine pleasure? Everything around looks disfigured and even psychedelic;Enemies and heroes or ugly/distorted creatures are either stinking and defeating without a break. Around pus, flies, dirt, fire and it may even seem that you even felt this Sheptun. But the most important thing is completely different – AroundTonsshit! And if the recent Cult of the Lamb had some kind of similar elements (brown, mainly), then even in it it looked more innocent and cute, as if playing into the hands of an absolutely dual and ambiguous madness of the project, where the dualism of the dark filling and the light hide, as a result, form only an indelible impression, “I will have a good heap, let’s run my good good!». But, If we are talking about The Binding of ISAAC, it looks without exaggeration as a vision of a person who is very sick with something serious, or surviving an explicitly unpleasant life experience, leaving a significant trace in his life … just compare and tell me:

I hope not to say that the Satanic cult is, by definition, the thing is quite terrible?

This happens when your body is overflowing with an attitude that does not require any evidence

And while you all choose the first to go against the system and raise an assessment of the new project, I will finally move on to the main topic of this blog: Isaac is a phenomenon, Which, despite the 90% chernukha in its content, continues to cause almost the same reaction among the players for many years: genuine Joy and interest in the continuation of the game session. And it is here that we will talk in the following areas on the topic:

-What exactly so terrible contains a game?

-How much Deep ideas laid down in this simple project at first glance?

Why She, despite these elements, works far from a bunch of excrement deposits?

Only demons live in my world: they feed on children and poop bloody prudes

If they ask me what game is the most immoral and which I would ask to slow down the degree of chaos-it would not have some kind of Mortal Kombat, far from Bayonetta or even some Hentai Puzzles. Unlike today’s guest, they do not very much hide what they are. Especially the last category – “Games” of such a plan already tell you everything. But when we are talking about Isaac, in most cases, a person who looks gameplay does not understand anything at all, but he is fun: the kakahs break and contain objects;Strange men run and shoot anything;An incomprehensible something on the fifth floor in the person of the protagonist is arranged by Armageddon from special effects, demolishing everything in his path. And after this you want to try yourself. Try the madness that you saw. You are not careful about the details, in front of you is an exciting action-clip!

But before me, you know, noidverificationcasinos.co.uk/ just a terrible sight: a lot real uglings and physiological diseases that are well adapted in an anatomical way or in terms of the properties of enemies/objects;a bunch of biblical references, most of which refers us to Satanism and the murder of sacred creatures in the person of angels and other people;allusias on many psychological disorders, When contemplating which separately from the game basis, it becomes terribly;The abundance of the moments of the demonstration cruelty and human vices, What permeate the lives of many people!

And all this you observe, if you just stop for a second, distract from a peppy gameplay and look a little more closely and listen to the environment surrounding you. I will say right away: as soon as I began to think more about the content of the game in the key of hidden values ​​- all the more it was not for me from the one in whose patient at first glance I was in the head. It was at this very moment that I caught myself on the resonant thought that I haunted my cranial box: this is too thin allegory so that it can create a healthy person from a full -fledged family who does not know what family grief is. Perhaps the ideas of the project found a response in my soul due to the presence of their own family problems and personal struggle in their childhood, but this is not so important now. Another thing is important – I had to find out who is behind this and why the game looks just like that, and not how else. At this very moment, I climbed to check the information about the authors of the game and its director. And I found her ..

Now it does not look as cute as before? But you just picked up Wooden Cross, Monstro’s Tooth, The Polaroid And The Belt Together with Blood of the Martyr.

Who is the same misunderstood genius or a fled patient?

Edmund Charles Macmillen – This is exactly the person who stands behind the style of the game and the horror that many gamers admires to this day with smiles on their faces. I will say right away: I did not study his biography from and to, this is not my main goal. I do not want to share with you his history in the video game industry. But to understand the general essence of the material and why the game looks the way it looks like in the end, it is necessary to briefly discuss his life at the beginning of the path and the person as a whole. So let’s get started!

Edmund was born in 1980 in California. Is it important for us with you? Someone for whom the dates are simple numbers without context will say «well, I can calculate the age, thank you, thank you». It is for such people that I want to describe the special achievements, which distinguished America of those years: a record level of unemployment of 12%, a huge level of inflation of 15%, a record level of crime and murders even after a whole Vietnamese war, from which only 5 years passed. Imagined? And now let’s move on to the family of our hero: pious parents whose family observed acute problems with alcohol and drugs during the rapid economic recession of after-war years. Could it grow in such an environment absolutely normal, a person who did not know grief and problems? Obviously, no. But is this bad as a result? From the point of view of personality development and growth over all our world as a whole as a system, that I am ready to chew and spit out – I would regard this as an important experience, which will only harden a person. Remember: what does not kill us will make us stronger, and difficult times give birth to strong people. This is what happened to Macmillen.

I want to draw your attention to the so -called “24 advice” Edmund to understand his general mood at the time of 2009 (2 years before the release of the fateful The Binding of Isaac). At this moment, our hero is almost 30 years old. First – Charles calls us «be honest«. This is the very first thing that the developer distinguishes in the framework of his speech. He begins by the fact that he does not want lies and deceit, hypocrisy and similar in the framework of both his activities and the things surrounding him. This is clearly visible within the framework of his work in Isake, since he demonstrates that many aspects of human life and history nowhere, sometimes even too much … I could make out every advice of our guest, but let’s not delay this moment: want – follow the link above and see for yourself. I will highlight only the second, no less important point: Edmund calls «do not expose their ideas to censorship«. Not in the sense that it is necessary to score on everything and go to do a hentai, but from the point of view of the fact that others are far from stupid and ready to talk on topics outside the vacuum of universal casual and sterile perception. And you know, I am grateful to him for being ready to take such a serious step when creating Isaac, about which we are a little more in the context of the creator’s personality and talk now, but first a few words about what kind of person Edmund is now: he is a married man with two children who lives a complete and joyful life;remembers his relatives and especially granny, who supported him from the earliest years. And most importantly – all this is felt even through the prism of the original project, while realizing the words of Edmund: «»Put Yourself Into your work And Show The World Who You Are

As part of the game, the very first thing that meets us as players is the general style of drawing. And here the game is already visible in the contrast that is permeated All Project from crust to crust. You see a bloody inscription flying a flying child. But along with this – all illustrations besides the main logo of the game look as maximum … cute something? They are quite naive, like an innocent child painted with the hands. And then there is a place to be, more likely, The impact of children’s works of the developer himself, which were stored from the early age of the author’s grandmother and were transferred in adulthood. We know that even a child’s drawing is able to tell a story, convey emotions and feelings that the author experienced it when it created that. And especially if the author himself looks at his long -standing work, here there is a place to be an event background as an element of the exposition of the entire creative element. And this style was based on the results in one form or another into the final product. The bet clearly played. In combination with children’s illustrations, the general tone and spirit of the project looks extremely ambiguous and incredibly original: on the one hand, we see an incredibly high level of chernukha, but it borders on such a common stylistics that even huge flies-self-kilies seem to smile at you with a childish and innocent picture, which is difficult to imagine that you are a real illustration of despair and hopelessness. But sometimes a fly-bomb is just a fly bomb, of course.

On the levels of the game, even behind the enemies and artifacts, you can already see many terrible elements: dark holes in the walls, covered caves with skeletons who are dead from hunger or creatures, bloody structures, bone and skeleton elements, burning rooms and even hellish corridors of the boundless abyss with a couple of frozen islands, barely connected. All this was clearly created not for the stupid entertainment of the player, but has a specific message and plan. But the most important thing is the goal. Edmund’s goal is to make the player feel as uncomfortable as possible at all. We are locked in limited space, we do not have the opportunity to get out of our only destiny – to go down lower and lower, to meet the inevitable death. But ours, or ominous creatures around – this is a question to which we must give an answer ourselves. At the same time, I cannot but note the musical accompaniment of the whole game and, in particular, levels. It sounds incredibly cool at first glance and as if calling you for action: powerfully sounding guitar riffs that repel the drums and extended choral parties to the beat of what is happening. However, when you look at the whole picture without the participation of the gameplay in it, the music sharply acquires an incredibly oppressive, even in some places a terrifying shade. Listening to her, you feel not the fact that the heads of enemies will fly under the powerful cuts of the guitar, and as if something is already going through your soul-it moves through the door of the catacombs and the labyrinths of this basement. And the roar of drums becomes more like the loud steps of those unknown monsters that are already following you, making devilish sounds in unison, causing only genuine and animal fear.

And here it is necessary to make a small retreat – like Macmillene, I am also a native of the far from the best family cell about which I spoke briefly earlier: the alcoholism of others, the excessive piety of the older generation and although there was no drugs in this equation, nevertheless there was a crazy house. And as a person who knows what a relative who is mentally ill for you is, your flesh and blood, you understand the pain and feelings of an unable to help a child. All that remains for you is to shut up and cry alone, until the time comes to fight for your life, is the best life. And why am I? Yes, to the fact that I am not able to find the best allegory for the state of my existential youth crisis on the basis of psychological injuries, as the structure and composition of the Edmund project. You feel there is nothing native, something frightening and … crazy. Do not understand me wrong: these are all terrible things that would never have existed in principle never. But they are an inevitable part of our life. And the lives of all those who were before, or will be after us. Diseases, religion, fanaticism, dependence, sins and vices – All this is impregnated by our world. There is no black or white – there is only what wants your death. This natural selection and its success is determined only by your personal choice.

As for the idea of ​​the design of these very notorious killer enemies, then Charles did not stint on the structure of his brainchild: he took everything that was available to him in his life and her surroundings. Mortal sins? Separate visualization in several versions. Manifestations of the most terrible creatures that you can think of in the game setting? Here you have a huge head of a man-like monster, which is only able to spew out blood fountains;And then a mountain of human meat and organs, merged together and inside of which a parasite man moves like in a living organism;And how do you like the huge head of a person, whose eyes are pierced and at the same time there is only a huge variety of endless flies inside the body, that they strive to break out of the stuffed carcass with the grimace of despair. Or you are still not enough? Well, here you have Satan, that calls for battle with you all mortal sins, all the riders of the apocalypse and fallen angels, while after his defeat, resurrected in the form of a bone head that wants to betray your mortal body to hellish flame.

When we talk about enemies in the game, it is difficult to perceive them as something simple and ordinary. From the side it seems that they are not ordinary and boring, but when you understand the topic deeper – you understand that the creator of these images adapts very well, albeit classical, but extremely ephemeral and in many places not specific matter under his vision. To some extent, the game can be compared with all of us unloved Dark Souls, where lorne and plot moments had to be sought in details: objects, dialogs and locations. But if there were any special points-here is the totality All Without exception, visual, gameplay and audio aspects of the product are the most important element of the disclosure of general ideas and the developer’s sending in particular. Do not think, supposedly Edmund wanted to create a crypt thing and go out to horror, as many modern tresh projects are used to doing. On the contrary, he sought to create a mundane, but recognizable and signs for himself primarily a style, because as he said – you need to make games primarily the way you want you to see them. And here it is clearly traced that the author really wanted to convey many horrors of life and its aspects to his audience, but not in thoughtless chernukha.

Makmillene would make the style of the game soft and pleasant to the eye, albeit enough crypt, one way or another, if I just wanted to increase sales? With each new floor, he will heated a degree of madness and stops to visual perception and narrative, as well as the transfer of this to the player’s analyzers through an increase in the number of adults and harsh elements? The path from the basement with cute blanks to a bloody pentagram in a battle with the devil himself occurs with the uniform and natural development of all aspects of what surrounds us. The project does not consider the player for an idiot, but does not stick his true nature and essence right under your breath. And the game tells you, how to find it deeper than it, the only one main thing: the more you are afraid, the more thorny your path to the best future will become. If you want everything to become better – be ready to challenge even the devil himself if you need it. And you can consider me a madman, but I sincerely think that this is how you need to do the game: so that it does not impose anything on you, but at the same time gives a huge field for thoughts and discussions about yourself if you want to strengthen your idea of ​​the product of the creator of the project. And this is great. But let’s, after such a cloud of beech, we will finally answer the main question: Why?

Why in The Binding of Isaac I want to play again and again, enjoying?

You know what … madness? Okay, the Farcry-RECOMNISED WHATED, and now to the point: you can be consistent with the following words, or you can go to scribble angry comments in the comment, but I must say this here and now: TBOI is the best representative of the genre until the end of the video game industry. Not a single coward has so many elements: the variety of characters;elements of passage routes;an abundance of objects and combinations;Mod-community and, of course, GIT-GUD potential. Isaac is a phenomenon that is not equal and I do not believe that they will. But I will not compare the game with ETG, Hand, STS, Hades and further on the list of your favorites. Today the goal is not this. Now I want to talk about how the gameplay of the game allows her to stay afloat so many years and why he perfectly complements the ideas of the project, turning a terrible basement into a passed stage in the struggle with his fears and a walk along the corridors of the former horror.

Firstly, we remember the fact that life is a struggle for a place under the sun. Struggle that will go forever. And very often having a cyclic character. In this context, the format of eternal races against changing barriers on your path is an ideal allegory on the plane of the problems of harsh reality and how we try to surpass them: we approach with a cold head to business, try to think through a clear plan of action and our path, and then we go into the unknown to battle with our demons and problems. Similarly in the game: Isaac is unique in that you are everywhere Not safe, however, if you are used to this feeling, we can assume that this is a light walk. While you solve some problems on the way in the person of passage rooms where you can easily die, you twist the plan in your head to your entire floor. The game teaches you not to live a moment, but to count your actions on many moves ahead. Determine what will happen according to the results of this stage, and what is bad. And all this time you are forced to fight for your life on a regular basis. Imagine the situation from life: you are at work, you have a blockage. You are forced to make 5-6 documents until tomorrow, in parallel with this, holding important meetings almost the whole day. And you, while conducting your performances or listening to colleagues, in your thoughts already at the same time think about solving the second and third problems. And such examples can be given a lot according to a variety of aspects of our activities. Yes, it sounds quite corny, but Isaac works due to the fact that he does not hold you by an idiot. He does not lead you by the handle and does not resemble everything in a row, playing for you. Your mistakes will be on your conscience. The results of the races are only a consequence of your actions and decisions. But the most important thing is to more intellectual.

The whole project is built in such a way that you should strive to be better than the game and use even the most seemingly useless mechanics to your benefit. Pilyulya, which creates a trace of shit for a couple of seconds? Excellent, I have a keychain on the drop items from it. Or in front of me is a wave of enemies, which I thus isolate and after breaking one heap, making their movements beneficial to me. Although, it would seem, just shit, not a pill! And this is the whole game: it completely encourages a creative approach, approves your experiments and even pushes them itself. After all, you are not just a slave of a system that is unable to change it. You are the one who will use all the opportunities surrounding you for your favor. Both in the game and in reality.

Well, the abundance of special effects, of course, is present for all stubborn and cruel mechanics!

However, how it turns out that the gameplay works for the main idea of ​​the project and all this atmosphere of Severn, horror and in general? Well, here it begins secondly. Remember how I pushed you a cart about the complication of the style and structure of the design in the framework of deepening by floors? The same with the complexity of the project. Despite the fact that you start in a simple area with simple enemies – each floor becomes more complicated: the number of mobs increases, their hp, they become more complicated and diverse, and your lives are taken twice as much as the path. The project does everything so that you do not feel safe even here, during the passage and, it would seem, fully equipped. This allows you to make Isaac not only dependent on your ingenuity and intelligence, but also on skill as part of the ability to “press the buttons”, let’s say, let’s say. The game in this respect manages to keep the near-ideal balance. Only with a rand can you disappoint you, but usually it works for the sake of immersion regarding the idea of ​​the project: the unknown. Thus, whether it is your 1 race or 100 – when switching to the final location, you have an eye before, it will press now. Edmund was able to create such a concept on the basis of the first Zelda and develop it to such a complex system that every race you are surprised: how all this chaos can work as clearly as a clock ..

Well, now thirdly: diversity. The game has 720 artifacts, each of which has its own unique effects. 180 trinket-subjects and a huge number of expendable items in the person of runes, cards and so on. An unprepared player for the first hundreds of races with a huge probability will not let this site out of your hands, because the number of different properties and elements of the game, which carry a direct impact on the results – just goes off scale. This project can be considered as a separate severe discipline, the knowledge of which is a separate type of art or masochism, who likes more. But the main thing is that all this variety of workers does all this is a random. Even if you saw all the combinations, if you saw all enemies and rooms, you will not see all their possible combinations and unique situations for life. This is the reason why the game will live forever: it is already a unique structure in all respects synergies with the uniqueness of the entire game process of each individual race, as a result of which it is impossible to say that you play the same game from time to time. And if possible, change the character to Eden, which each race is also randomly randomly in itself, adding another incredible accident to this layer of accidents.

This is what my head looks like now, which is overwhelmed by the desire to talk more about the ton of the project elements more likely, as if we had just started a conversation. But we will postpone it the other time, you never know it is not interesting for you to read something on the topic of this game from under my pen, like a last blog for example. My favorite boss is drawn, by the way)

What can be said at the end of this modest blog? Yes, in fact there are a lot of things, but I will limit myself to a couple of words: I sincerely believe that Edmund coped with his work excellently. He did not just make another game that could entertain you. He created a project that is much deeper than at first glance in these innocent eyes of a sobbing pixel man in the basement of pixel monsters. Isaac is an autobiography of Edmund, which is more like an obituary about a person’s dead childhood, which did not deserve all this, but thanks to which we all gathered here now.

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History of the Ultima series. Part 3: Ultima II: The Revenge of the Enchantress

After the successful first part of Ultima, Richard set about the next part with the excitement. For her, he began to study assembler, left the university and wanted to give the game a more impressive look in general. But some difficulties interspersed with this – California Pacific had economic problems, and they could not pay money to realize everything that Richard wanted.

But the solution was found relatively quickly. Several companies came to Richard with offers. Of all of them, he chose the notorious “Sierra on-line”, as they agreed there to his requirements. And these were – the replacement of the Ziploc plastic package with a full -fledged packaging and the inclusion of the world maps in it with a description of the work of portals (see below) and manual, and all this was with qualitatively drawn and stylized illustrations and fonts.

All this gave the game a more presentable look. But this is only the appearance – a wrapper. And what about it.

After the victory over Mondain, Lord British united the whole world under its rule, the old enmity was forgotten, trade flourished and Sosaria began to celebrate. A new miracle has even opened in the world – the lunar gates. They allowed to move in time and space. This was the beginning of the new philosophy and science. It lasted as long as 18 – 20 years. So the era of enlightenment could begin. But this has already happened and until everyone rejoiced, no one noticed an impending danger – Minax, a student and beloved Mondain.

For obvious reasons, she decided to take revenge. And she did it in a rather difficult way-she created one wounded, exhausted orc and sent him in this form to the world. And so farmers found him. They went out of him/her. Having woke up, the orc did not understand what to do – his natural malice at first did not allow him to accept a feeling of gratitude, but as a result it took up. People accepted him to their society and even magicians who know about the magical origin of the orcs of the orcs, did nothing and did not begin to look for his creator. And as a result, more orcs began to appear among people.

But the influence of the orcs on society was stronger than their goodwill. Evil began to gain strength and switch to people’s behavior. As a result, conflicts began to be kindled, which reached the war destroyed the world by 2111 in the heat of nuclear war. Many were saved, taking advantage of the lunar gates and went into the past, among these were the main character.

As a result of research, it turned out that all Thames-slots.co.uk problems come from Minax, which was hidden in the most ancient times – the time of legends. Having learned this, Lord British organizes a detachment to solve this problem and to destroy Minax.

Note: There is a problem in the plot from the manual – it never mentions the resettlement of Minax to Earth, but the world is similar. The fact is that the plot depending on the time difference. After all, the well -established main character will be only from the fifth part – only there they will say that the events of all games occurred with the same person and that he came from the ground. This is what explains why the world in the game is like the Earth, why the game has a Soviet Union. It turns out that Minax wanted to take revenge on the main character by destroying first Sosaria, and then his home. In fact, it is precisely such incomprehensibility of the plot that disagreements arise on the kind: “Moon gates created Minax” or “Lunar Gates were found”.

Starting the game, you are already met by the screen of the creation of the character. The same characteristics as in the first part, the same choice of floor, race, class and name. And the distribution between them is the same: a man means +10 to force, a magician to dexterity, and so on. But the game is a little hackite. In the first part, all the characteristics already cost 10, and 30 points are given for the distribution. The second is given 90. It would seem generous, but no, you have the same 30. Just each characteristic costs 0, but by the beginning of the game each of them should have at least 10.

What can be said about the gameplay. If in general, then this is like the first part, but worse. Much remained unnecessary, but everything crushed the balance. The fact is that the game requires an inexorable amount of grind. Money is needed for food, pumping, weapons, food, transport, quests, food and still to quests. And even if you do not change the prices of the second part (and they are large), then if the speed of earnings was like in the first part, then this would not be a problem, but this is not so. Killing any monster, you will get from 0 to 12 golden. This is very little. And we also need to grin the necessary objects like strange coins to stop the time to stop the time, a blue brush for possessing a frigate, tri-lithium as fuel for a rocket and so aaaaa further.

But not only regarding the earnings of prices and the grind of objects suffers from the balance. The point is still the importance of some characteristics. Considering that you do not need dexterity at first, you risk not getting a game. After all, 1 unit of dexterity is even 1 percentage. But this does not look like the truth, because even with the maximum at the beginning of the game with dexterity, you will miss very often. So with a low dexterity indicator you will be killed very quickly, you will not even reach the city. In addition, dexterity helps a lot in opening locks and theft of armor from shops, and food, and a master line, and so on. That is, it is better to be dexterous, but weak? No. You cannot use good armor (weapons depend on dexterity). In this part, it is better to be stupid and ugly enormous to get through the enemy and kill him with this blow, and not tickle the heels. But other characteristics suffer that mainly affect prices (only in stores). And if you need to increase the characteristics, then you have a guy who is in the California Hotel in the city of New San Antonio during our era. It will generously increase (for 100 gold) a random parameter by 4 units, but may not increase, but be careful, an increase in the parameter above 255 will lead to a decrease to 0.

But not only problems appeared in this game. Yes, there are very few innovations, but they will go to the next parts. One of them is the religious lunar gate for the series, moving the player at different times and places and appearing in specific phases of the moon. The second is more developed cities. Now they were like cities, not the market. They had parks, houses, bays, prisons and, accordingly, shops. And the latter is more developed dialogs. That is, NPC did not just say one phrase or just stood, everyone could say something and many had more than one replica.

And now to the rest. In principle, compared to the last part, there are fewer key tasks and there is no need to go to the dungeons at all. It would be easier if the game at least hinted what needs to be done. And you need to get the best sword in the game – Quick Sword requiring 49 dexterity and this is the only weapon capable of killing Minax. Get a ring that protects against power fields in the castle of the sorceress. And to fan a lot of strange coins stopping time, because there are many immortal monsters in the Minax castle.

The sword in principle is easy. He is at one of the prisoners in San Antonio. So you need to decently pump dexterity in order to open the locks and bent keys (master keys) from any guards in any city. Yes, the game requires you to arrange genocide. This prisoner for a sword will also require money … 500 gold. And immediately after his release, security. If there is a Skull Key, then you can climb into an airplane that is not far away and fly away (besides it will need it), if not, you will have to run the whole city before leaving the guards behind.

It’s more complicated with the ring. To receive it, you must again go to the stars on the rocket. But there is a problem – the only rocket in the game is in the Soviet Union (which is called the pirate harbor), which is easier to get by plane. But before you need to prepare, because the Russians/pirates will not be satisfied with the theft and it will not be a shame not to start the chase on time. So we need one ankh (it is strange that in the series he appeared in this way) and more Tri-Lithium’a and Reflect or Power Armor (otherwise die when taking off). You can fly to any planet of the system, but we need a planet X with coordinates 9–9–9 that are introduced when the hyperople is turned on. There we find the father of Antos and having received his blessing to the ring again we go to the ground in San Antonio and find the old man under a tree, pay him 500 gold and we get a ring.

After all these actions, we arm ourselves all that we need and go through one of the portals during legends, break through with a battle in the castle periodically rubbing the coins and kill Minax.

The result was a very long and boring game, most of the time the player simply repeats the same algorithm yet can not fulfill, something according to the plot. The game is simply simply dishonest to the player and it does not matter how he developed and went far, it will always encourage him.

But at the time of the release of the game, people would not agree with me. She received approving criticism, many called it the best in the year and was nominated for the “Best Advent for Home Computers” in 1983 HA Origins Game Fair, losing Wizardry II (rival to the series). And sales compared to the first Ultima. Whereas at the beginning the first was bought in the amount of 20,000 copies and then this figure was expensive to 50,000, the second was immediately sold in the amount of 50,000.

And even if she was bad, but she still took a step towards the species for which she was loved by fans: detailed cards with the manual were coming included, lunar gates, a big world and the presence of freedom of action (albeit within the framework of a possible one at that time).

All this led Richard to one thought that it is possible to develop games in the future without a publisher who may not agree to spend strength and money on a similar project. Why not work for yourself. With such thoughts, Richard began to work on creating his game company – Origin Systems.

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History of Insomniac Games (I don’t know, anyone wrote)

Due to the fact that the recent E3, Sony showed a new game about the person of the spider that the Insomniac Games delays, I decided to find out the story about this company (INSOMNIAC Games for those who did not understand) and now I will tell you it.
The history of the company in 1994 originates, when the 25-year-old Ted Price took off the office in San Diego and bought PC, Mac and 3DO.In the spring, the first worker El Hastings (Al Hastings) was taken at the InSomniac Games. Together they quickly concocted Disruptor demo. All the money of the price listed was over, but Universal Interactive Studios became interested in them, they signed a contract for a drop in several games at once. The companies needed people who would engage in AI and the editors for their games, so they accepted Brian Hastings (brother Ella Hastings). Desruptor was released by collecting small sales.

It is strange that Universal saved on advertising, even now without advertising you will not become a well -known Uyuter (although this is the first game by Inssniac Games)

Price asked the artist Craig Stitt (Craig Stitt) to make some kind of ordinary character, so the purple dragon of Spyro (Spyro The Dragon). Sinoi (and they know a lot about advertising).

On the purple dragon, 3 games were released, unfortunately we will not be able to see the continuation, t.To the end of the contract, all the rights to Spiro remained with the universal (they would have written a petition, so that Sony to buy the rights to the dragon, otherwise they would forget everything about him and yes, I don’t care that she will be on PS4, I still have a whole soul for Sonya, or just Soniniba, and I can’t buy PS4 because of age)

But thanks to this, the Inskniac became the company that we know it now, independent, as well as Rockstar, and Ratchet & Clank was born in 2002, late for two years to release the PS2 console.

It is worth saying that the incisions were initially going to make a mixture of Larka and Zelda, but they refused the idea, it was not that (but I would not refuse to see, although there is an ancharted, but in the near future Horizon Zero Dawn will be released). The old friend of Price made several sketches of the lizard with a robot, then they made a cave man from the lizard, and then they made a pawnshoper (okay) from him

I needed an engine and money (for Ratchet & Clank), and Sonya had the money. Insaniac made several panoramas, showed them to people from Sony by passing them for scenes from the game. The money was received and the case remained for the small. Since the founders of the Insomniac Games and Naughty Dog were friends, they easily managed to get the engine.

Despite the fact that the game got into the Japanese Top 100 (which is very rare), Sony understood quite early what kind of cow in their hands. The first retention and clan were followed by two sequels (oh thatism 3)

The next game was Resistance: Fall of Man, released www.frenzinocasino.uk for PS3, was the second shooter of the company, but more serious and collecting more money.

Ratchet & Clank Future: Tools of Destruption shown on GDC 2006. But they all dispelled when the game itself came out (2007).
Like all games from the company, Ratchet & Clank Future: Tools of Destruption received good marks on metocritics 86%, and IGN recognized it as the best game on PS3.

Ratchet & Clank Future: Tools of Destruption was followed by Ratchet & Clank Future: Quest for Booty (2008) who was released in a digital edition and only for Europe in Blu-ray.

In 2008, Resistance 2-Sicvel of the first part of Resistance was released, which collected 86% A IGN 9/10 in metocritics.

Further, the campaign from 2009 to 2012 comes only sequels.

Ratchet & Clank Future: a Crack in Time-2009 (metocritic 87%, IGN estimates,)

Resistance 3-2011 (metocritic 83%, ign-no ratings, stopgame-approval).

Ratchet & Clank: All 4 One-2011 (metocritic 70%, IGN assessment)

RATChet & CLANK: Q-FORCE-2012 (metocritic-no rating, ign the most)

It is worth mentioning that in March 2011, Insomniac opens the InSomniac Click unit, which will develop mobile games and games for Facebook (Facebook Karl!).

In 2013, Insomniac releases Fuse, it is the first game of the company’s game, which was also released on the Xbox 360, and published it EA (metrocritic-x360 62%, PS3 63%, IGN-6/10, StopGame-sail) is the worst game game player.

Ratchet & Clank: Nexus-2013, there is also a version for iOS (metocritic-76%, IGN-no)

Having made a decent number of games for PS, Insomniac makes the game for the opponent PlayStation-Xbox, releasing exluzivically for the Xbox-One (although there are rumors that he, like other Xbox exzes, will go to PC) Sunset Overdrive (methicritic-81%, IGM-no.Stopgame-boom).

Sunset Overdrive helped Insomniac Games to lead after an unsuccessful Fuse and they create in 2016 Ratchet & Clank restarting in 2002, but called it simply Ratchet & Clank. The project was positioned as a “film game made in the game”, but the cartoon turned out worse. Ratchet Clank restarts how it now abatutes such games, skillfully mixing the old and the new game received not bad grades (metocritics-85%, IGN-9/10, StopGame-inhabitant)

Let’s move the results:
I am not a master of fiery endings, so I just say, the story of the Insomniac Game is evidence of how much the company loves PlayStation. Born under the wing of Universal Interactive Studios, the company became an independent studio, as well as Rockstar. InSomniac Game has not yet released Song of the Deep, Edge of Nowhere and our loved one Spider, but you can confidently say that they will not move us with a spider (all the more if you look at how many good games are in the infusniac and that the trailer was shot from the usual PS4)

By the way, someone saw the Song of the Deep trailer, it is clear what the target platform is at the studio.

P.S, if someone wrote the story of the Insomniac Game, then throw me a link in l/s, I want to know more about this company.

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Blazerush [Review of the game]

Exmachina, Exmachina: Meridian 113, Exmachina: Arcade, Sledgehamer, Armageeddon Riders, Insane 2, Crossout – this is true not all Targem Games projects, but the main knowledgeable player is understandable immediately. This team of Russian developers knows a lot about fast cars and in large guns. And even if some of the listed games are not “fighting races” as such, it is natural that these guys took up their own Rocn’n’Roll Racing.

However, Blazerush is quite different from the hit of Blizzard. So, for example, weapons and accelerators are not replenished when crossing the «starting line», but selected along the racing from random boxes. Also, the weapon is not able to destroy the car – just throw it off the track. But the main difference between the Targem Games project from RNRR – all the action takes place within the framework of one screen.

How it turns out? Remember (if you read my review) that Rock’N’Roll Racing is “cheating” and accelerates lagging racer in order to create more acute moments? So Blazerush is even easier – it just televishes the lagging behind the leader if they are outside the screen. And as a result, it turns out that even the slowest racer can at the last moment cut the accelerator and break out of the leaders.

And the question is, what is then the meaning in the race, if leadership in the first circles does not give anything but the opportunity to get some extra shots? But no. Therefore, everyone plays in two other modes.

Non-hunkers for survival

The first regime is called «King of the Mountain». In it, a player who goes first, every second gets one point. When someone scores 50 points, he wins. And the rest take places in accordance with the number of points scored by this moment.

The rules of the second regime is somewhat more complicated. He is divided into «rounds», in each of which players on the track receive one point each time when one of them dies (dead, of course they do not receive glasses). You can die either by flying out of the highway, or by falling under the hellish unit, which travels along the highway right behind the cars. And since the speed of the pursuer now and then increases, even if the players select accelerators, the end is inevitable.

When the last racer remains on the highway, all the «dead» are being revived and the next «round» begins. Unless someone got 15 points or more. Then the race ends and the prizes are distributed by points, as in the previous case.

Thus, in both modes, players are simply forced to rush forward, despite the risk. And at the same time they need to take into account the positions of rivals. After all, if you shoot the King of the Mountain, and a racer rides right behind him, who literally lagged a couple of points behind you – this is the right way to go down one step in the ranking. Yes, and in “survival”, where each withdrawn brings glasses to everyone, leaving rivals leading on the ends at the end of the round is not the smartest tactic.

However, tactics in the game should not be overestimated. The course of the race depends too much on which weapon will fall (or not fall) on the track. Not to mention the fact that you can simply not fit into the turn, “cling” the walls of the walls or plow the same box with valuable weapons. And this will instantly change the whole situation.

So carefully follow the road, instantly react to betfoxx-casino.co.uk/ opponents and aiming more carefully – this is the key to a high rating and a place on the podium.

And, of course, do not forget to select the boxes and use the contents for their purpose.

Arsenal

Perhaps it would be worth devoting to the weapons and accelerators a separate guide, but, firstly, it is quite small, and, secondly, without a description of the action of different lotions, the review will not be complete.

Machine gun – Since, I remind you, it is impossible to destroy the machine with any type of shell, bullets are the weakest type of weapon. They only push enemies a little bit. But in the machine -gun queue there are as many bullets, so if you manage, you can hit a few goals, or (with proper skill) to get into one enemy several times, knocking it out of balance. Anyway, traveling along the outer edge of the turn, especially where there is no “curb”, a kick from one bullet may be quite enough.

Saw – A rotating disk that can bounce off the “walls” and thus has much more chances in “closed corridors”. At the same time, the enemy you hit (well, or you, with an unsuccessful rebound of the collapse of your own saw) also rotates for some time, losing control. By the way, unlike the rest of the weapon, the saw also acts before the shot – it destroys all the boxes lying in the way, depriving opponents of the opportunity to choose them.

Mucus – A lump of mucus, or in the jargon of the racers «Snot», when it hits, flows to the bottom of the car and attaches it to the ground. Not tightly, however, but the car covered with mucus rides very slowly. You can get rid of the effect by turning it on the accelerator (if you certainly have it), otherwise you will have to wait until the action of the «snot» ends. As you know, it is impossible to push the car from the route in this way (it is even more difficult to push the factory with another type of weapon), but in “survival” the loss of speed can be (and often) fatal.

Sound gun (the same screenshot, where mucus) – when firing, creates an impulse that scatters all the cars that travel in your front hemisphere and close enough. Allows you to deal with several enemies at the same time, as well as clear the way if you are going to the accelerator.

Rocket – The most powerful weapon. One rocket hit the car into flight very far and for a long time. Just staying on the highway after this is already an achievement (not for Steam, however, but – the medal called the «Terminator»).Moreover, dodging the rocket is also not easy – after all, it is a self -ghost. Although the rocket has weak places: it will not be visited by the racer right in front of you, its maneuverability is limited (therefore, you can dodge with the ability), and it can also choose a new goal if the old is too far away.

Accelerators in the race are selected in the same way as weapons, but are considered separately. That is, at the same time you can have one weapon of any type on a car and one accelerator of any type. You can pick up new ones, only after you use the old.

Nitro-accelerator – increases the speed of the machine by about one and a half times. It works long enough and at the same time it is not much more difficult to drive a machine. In principle, “on Nitro” without serious problems, you can break out into the leaders, if you are not very behind and your opponents do not have your accelerator.

Solid fuel accelerator – In fact, a reactive engine that can instantly disperse you (and if you are not careful, throw it off the highway even through a “curb”). With proper skill, it can be turned on it, but it is best to use in direct sections of the track. And this accelerator has not been working for a very long time.

Ion accelerator – accelerates you even faster than solid fuel and at the same time works even longer. But if you turn sharply (or come across an obstacle or opponent) – the reproach will turn off ahead of time. Therefore, for its most effective use, you need to learn to turn on the track as smoothly as possible. On the other hand, you can deliberately turn sharply to turn off the accelerator and not fly out on it from the highway (by the way, for this, a medal is also given, eloquently named «renovated»).

And, of course, do not forget that the game has 20 different cars. Some have better handling, others burst forward faster, others have a large mass, because of which it is more difficult to push them. Actually, the mass, controllability and acceleration are three only characteristics that are combined differently in different cars.

Need more ..

I need the most, to be honest. More weapons, more modes. And most importantly, there are more differences between types of tracks. After all, Rock’N’Roll Racing on each planet had its own obstacles with different effects (mucus puddles slowed down, oil puddles turned up, lava caused damage). B blazerush differences between the tracks for the most part cosmetic. Yes, on the “planet-plug” there are springboards on a pair of tracks, and on the “frozen planet” sometimes the wind blows (for some reason only in the multiplayer, but not in the “career”). But in fact it’s all.

Two modes are also far from perfect. For example, in “survival” you can lag behind and be outside the screen, but turning on the accelerator “return”. But you can not return – and it is completely incomprehensible (in particular because it is not visible) when you fell “under the skating rink”, and when not. And the idea with the «rounds» already does not seem so thoughtful when you stay out of the race and you have to wait until the last two «survivors» find out the relationship.
It’s not simple with the “King of the Mountain”, given that when going in second place on points, it is always more profitable to dare other applicants for the podium than try to break out of the leaders. Isn’t that why “survival” in multiplayer can be found much more often?

But again, these shortcomings would not be so noticeable if there were any alternatives in the game. Let’s say, instead of the standard “rink” in “survival”, a boss from the final level could be present (yes, a real “battle with the boss” occurs on the last highway in the “career”).

The race continues

That is, the racing in the multiplayer continues. Despite the shortcomings and despite the fact that the game came out more than two years ago. Just go online and you can well stumble upon someone’s «party». Not always, of course, but on the weekend – for sure. For such a little -known game – not so bad.

And you yourself can create a lobby and drive in the company of bots, while not anyone joins you. And by the way, high -complex bots are not much inferior to living rivals. So waiting for players as a whole is not so boring. And maybe this is the secret of «longevity»? The ability to connect at any time (even in the middle of the race), filling out empty positions by bots, quick search and creating a game – all these amenities allow any player to start the game without unnecessary thoughts to unleash and “kill time”.

But alas, for more – without a serious number of modes or settings for “tournaments” (not to mention the lack of opportunities for modding), the game does not apply.

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De gevechten van goochelaars. Eerste blik op Astral Masters (Vladyk Astral)

De studie van de Steam -versie (gisteren uitkwam) van het Collectible Card Game, oorspronkelijk uit de verre 2004. Binnenlandse ontwikkeling.

De game wordt uitgeroepen voor het Windows -platform.

Lyrische introductie

Ik heb behoorlijk goed gespeeld, maar er zijn twee factoren.

1) het spel, mijn mening, diep genoeg. Om echt te verdiepen, moet je veel tijd doorbrengen, wat nog niet is besteed. Om te verklaren dat ik het goed heb bedacht – het zou arrogant zijn.

2) De game bevat de functies van verschillende eerdere projecten die sinds 2004 zijn gepubliceerd. Hoeveel ze met elkaar verbonden zijn, waar het migreerde – het is moeilijk te zeggen.

Daarom – de eerste blik.

We bevinden ons in de wereld van het bestrijden van goochelaars. Als zodanig is een plot hier niet.

De gameplay is een klassiek collectible kaartspel.

Er zijn verschillende verslaande modi.

Ten eerste is het https://svenplay.nl/ praktisch nodig om in het «duel» te spelen. Een overwinning in deze strijd zal verder deelnemen aan de «League» -modus. Bovendien is dit de snelste manier om een ​​cinque tegen AI te Katno. Dan een goed duel – hier kun je zowel willekeurige kaarten als een specifiek dek overwinnen. Ik denk dat dit een goede manier is om het spel te bestuderen.

De «League» -modus is zoiets als een toernooi van ongeveer gelijk in sterkte van rivalen, AI fungeert hier ook als tegenstanders. Voor zover ik begreep, wordt de kracht bepaald door de hoeveelheid van de zogenaamde mentale energie die onze goochelaar ontvangt, die deelnemen aan dezelfde toernooien. Aan het begin ervan, natuurlijk, de minimale hoeveelheid, en we hebben de meest «zwakke» (tegenstanders hebben hetzelfde «gewicht») dek.

Als je zorgvuldig vecht, duurt het eenmalige toernooi 40-50 minuten, wat genoeg is. Bovendien zijn de gevechten hier erg gespannen. En voor zover ik begrijp, is dit zoiets als PVE -modus. Voor de overwinning of bezetting van een min of meer hoge plaats zullen we worden bekroond met nieuwe kaarten en speciale glazen die de mentale stroom zullen vergroten (zullen krachtigere decks openen). Hoe beter de prestaties, hoe rijker de beloningen.

Er is een gevechtsregime met spelers in de online modus voor een plaats in de leiderschapstafel. Campagne, het ratingberekeningssysteem is nog steeds globaal.

Bij het bestuderen van de materialen op het spel, kwam ik erachter dat er in online wedstrijden alle bovengenoemde soorten gevechten zijn: een duel (beide spelers zullen vechten met willekeurig geselecteerde dekken of persoonlijk gemaakt, maar ongeveer dezelfde «kosten»), een toernooi, een ronde tafeldoorge tegenstanders zullen op een goede plek zijn om kaarten te kiezen uit de voorgestelde.

Kaarten in het spel zijn vrij groot. Ze zijn onderverdeeld in spreuken met zeer verschillende effecten en een uitdaging van wezens (sommige met interessante vaardigheden of passieve vaardigheden) op het spelveld.

Zelfs alleen een beetje vertrouwd met het spel, het beviel de verscheidenheid aan kansen en allerlei trucs aangenaam, je kunt een zeer interessante intriges aanscherpen als je van tevoren op een paar bewegingen rekent (ik zal niet verwennen, maar in deze wereld zijn gevechten echt heel hard en je kunt het afzetten, het lijkt verloren, de strijd).

Kaarten (spreuken en wezens) zijn verdeeld in vier elementen: lucht, water, aarde en vuur. Zeer voorwaardelijk wordt elk element gekenmerkt door een bepaalde speelstijl.

Overweeg de voor- en nadelen van het spel, vat de resultaten samen.

+ Oldsk, maar nog steeds aangename graphics (er is één min, maar meer daaronder).

+ Aangename muzikale en geluidsin begeleiding.

+ Een goede verscheidenheid aan kaarten, elementen en wezens.

+ Goede verscheidenheid aan spelmodi. Er is een evenwichtige PVE (inclusief bij ontwikkeling) en een voldoende aantal PVP -modi.

+ Goede Russische lokalisatie van de tekst.

– Bij het implementeren van een volledig scherm wordt de afbeelding correct weergegeven met de verhouding van de zijkanten van de monitor 4: 3. Als het niet hetzelfde is, verschijnen lelijke artefacten. Naar mijn mening is het de moeite waard om het op de een of andere manier te repareren, te lelijk.

Dit is al tientallen jaren een goed bewerkte verzamelkaartspel. Fans van genre kunnen interesse opwekken (als je niet hebt gespeeld) of nostalgie, ik denk dat iemand bekend is met sommige van zijn variaties. Voor zover ik begreep, wordt de meest evenwichtige en gepolijste versie verzameld.

PS: waarschijnlijk niet alle aspecten onthuld, zou iets kunnen missen. Ik zal graag de beoordeling aanvullen/aanpassen of vragen beantwoorden tijdens de communicatie in de opmerkingen.

PPPS: Het feit dat dit spel van binnenlandse productie speciale warmte veroorzaakt. We hebben zo’n gamdev nodig.

Alle goede spellen!

De beste opmerkingen

Wow tot welke oudheid ben je bij de hardloper gekomen. Ik herinner me dat ik het zelfs op WindowsXP speelde in de grijze dagen, en in het algemeen is het spel sinds die tijd niet veel veranderd. Ze is aangenaam, vast en nogal competitief. De tekortkomingen zijn echter niet verdwenen, omdat de balans erin zo niemand regeerde. Er is nog steeds een wagen en een kleine kar met imbellaire dekken als een bos met eeuwige swing of torens, kobolden en draken die manu -vijand tot nul branden.

Helaas met de release van goede games in MTG, en nog meer Hartstone – ging deze creatie niet eens naar de tweede.En in het derde plan. Maar in een paar jaar blazen we het stof van de vergeelde schijven af ​​en halen we het of de demiurges.

Afgaande op de opmerkingen – veel mensen herinneren zich het spel met nostalgie) en de eerste keer dat ik lid werd en zelfs de bots meerdere keren won. Ja, er was één tegenstander met vurige kaarten- ik heb het voor 1 magische kracht voor 1 gezet en wat te doen hier?))

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All information about E3 for people who missed something! [Upd2]

Hello to all night!
Night. In St. Petersburg, rain. And E3 is only in full swing! So, dear Blogs, I decided to write this topic for those who could not see this perfectly beautiful performance! And for those who do not want to sit all day and look for information with E3! In this topic I will try to show and maybe even tell something, what was on E3! The most important! Without stupid minecraft at Xbox One (yes, minecraft now Xbox One). I remember somehow I wrote a topic about Global Battleloga update And he came in a way! And now I will try not to disappoint you!
Okay, there is enough conversation – Drinking!

Let’s start with the presentation of Microsoft!

Ryse: Son of Rome – Exclusive Xbox One from Crytek

Sunset Overdrive – Exclusive Xbox One from Insomniac Games

Quantum Break

Forza Motorsport 5

Dead Rising 3

The Witcher 3

Dark Souls II

Metal Gear Solid V

Below

Presentation Electronic Arts!

Battlefield 4

PVZ: Garden Warfare

Star Wars: Battlefront

Need for Speed: Rivals

Mirror’s edge 2

Dragone Age 3 Inquisition

Presentation Ubisoft

Splinter Cell: Blacklist

The Crew

Assassin’s Creed IV Black Flag

The Division – online game from Tom Clency in the Black World with RPG elements for PS4 and Xbox One

Watch Dogs

Sony presentation!

Let’s start with the fact that Sony She showed her console!

Gran Turismo 6

Killzone Shadow Fall

Infamous Second Son

Sony announced that the PS4 discs I will not be attached to anything, and they can calmly resell them,.D.
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = Kwsifh8icaa

P.S. Perhaps I will speak out for every presentation.
And so, let’s start: 3
Presentation Microsoft!
They did not show anything special for us! A couple of games for Xbox One and the new design of the old 360 Xbox’a. Only the following games caused delight – Ryse: Son of Rome, Sunset Overdrive, Quantum Break, Dead Riding 3.
Further on the list we have an Electronic Arts presentation.
For me this is one of the best presentations for this year! Showed Battlefield 4, which just struck me!
PVZ: Garden Warfare – a funny and unusual concept!
Star Wars: Battlefront – Well, there’s nothing to say here: 3
Need for Speed: Rivals – it looks good, I hope it will be a good race, like NFS Hot Pursuit 2010.
Mirror’s edge 2 – here I can’t say anything either! It’s just wow!
Further presentation ubisoft!
The Division is the most striking memory from the presentation Ubisoft!
Watch Dogs-We are waiting, I am!
Well, finally Sony presentation!
Infamous Second Son – a great game for which you can buy PS4.
Oh yes, they also showed PS4 itself.
Here we can say one thing – that the new Xbox, that PS4, both of them look like ancient video recorders: 3

The best comments

And yes, I know that anyone can make the topic about E3, but I tried very hard: 3
Here is a small positive for you;)

Since the topstarter relaxed, then I will throw a couple of videos:
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = Ry-TQ9FFNRC
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = xmqdnzcnl5q
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = uibnf_q_51s
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = bqeuhgeszba
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = LQ8TZ4FRXFW

3 o’clock in the morning. Stomp to study soon!
I think you will forgive me the moment that the material from the Sony presentation will be added later: 3
P.S. I tried to do everything beautifully and conveniently! That it would be more convenient for you to view ^_ ^

Well, yes. Publisher, Electronic Arts, “did not confirm” it and showed it at his conference … Here are funny eccentrics.

Moreover, my goosebumps ran when I saw these red lasers, unlike Sony, EA retained the intrigue before showing the trailer)) But they said no Battlefront (a)
))) And what will be on the «frozen 3» inspires!!)

“They” are also people, I do not mind that there would be the possibility of homosexuality, you just don’t need to advertise it and give the opportunity to make a normal choice C:

Thank you, Battlefield 4, Mirror’s Edge 2, Star Wars Battlefront! Dice is just great! They fulfill all my dreams! =)

Last year, Ubisoft shot Watch Dogs, this is the Division. only what kind of goblin exclusive ((

Yeah … Of course, Sonya was cut under a walnut of MIKs, with her support for independent developers and «the lack of the need to connect the console to NETU«

andre-count-sponville-philosophy-gave-me-a-taste-for-life2

Andre Count-Sponville: «La filosofia mi ha dato un gusto per la vita»

La filosofia non guarisce, ma può dare gioia, dice l’eccezionale filosofo moderno Andre Count-Sponville. Cresciuto da una madre depressiva e padre autoritario, è riuscito ad amare la sua vita grazie alla lettura di Montaeny ed Epicur. Ora, come un vero epicureo, è felice di coltivare il suo giardino, dove ha dato questo intervista con le psicologie.

Psicologie: Trascorri le tue giornate in classe per filosofia, vivendo intorno a Parigi e nel villaggio. Hai pensato all’infanzia che la tua vita adulta si rivela in questo modo?

Andre Count-Sponville: Sono cresciuto a Parigi, ma in effetti ho sempre sognato di vivere nella provincia, nel villaggio. E sempre sognato di scrivere. È vero, durante l’infanzia volevo diventare un romanziere.

Perché hai scritto libri filosofici?

UN. A.-CON.: Quando al liceo ho iniziato a studiare filosofia, mi ha immediatamente portato via. Fino ad allora ero uno studente molto medio e improvvisamente – brillanti valutazioni sulla filosofia! Inoltre, il mio interesse per la finzione è gradualmente sbiadito. Perché inventare storie? Dopotutto, ciò che sta realmente accadendo è molto più interessante! E infine, quando ho iniziato a scrivere, ho scoperto che tutte le mie opere artistiche sono tristi per le lacrime, mentre nei testi filosofici c’erano dinamiche, energia e arguzia e arguzia. E ho scelto questo percorso – non nella direzione dell’immaginazione, ma verso il pensiero – non solo perché avevo più abilità a questo, ma anche perché era il percorso di gioia e luce.

Come spieghi quella tristezza nei tuoi primi campioni letterari?

UN. A.-CON.: Mia madre soffriva di depressione, ha ripetutamente cercato di suicidarsi, più volte – anche quando ero bambino. Come risultato di uno di questi tentativi, è morta anni dopo. E l’ho amata moltissimo e ho imparato ad amarla nella sua sofferenza. Questo è probabilmente il fatto che mentalmente ho risposto di più all’allarme, alla tristezza, alla malinconia, era più sensibile a loro. E poi la filosofia mi ha aperto come qualcosa di opposto a quello che era mia madre.

Il suo percorso

Andre Comte-Sponville è nato a Parigi nel 1952. Fino a 18 anni, era un ardente cristiano, poi divenne ateo e materialista. Ha partecipato attivamente agli eventi del maggio 1968. Ha insegnato alla filosofia al liceo e alla Sorbona, poi ha deciso di dedicarsi a scrivere libri e leggere lezioni pubbliche. I suoi libri sono tradotti in 24 lingue. Membro del Consiglio consultivo nazionale di Francia per etica. Un profondo intenditore della filosofia orientale, si impegnava regolarmente nella meditazione dello Zen.

Spiega cosa intendi?

UN. A.-CON.: Quando mio fratello mi chiamò per dire che mia madre se n’era andata (avevo già 30 anni), la mia prima reazione era l’idea che tutto fosse falso in lei, tranne una sensazione di sventura. Era molto amorevole, tenera, ma sembrava in qualche modo artificialmente, c’era una sorta di tensione in questo. C’era sempre qualcosa di beffardo nel suo divertimento. Solo quando piangeva, divenne reale, assolutamente sincera. Ecco perché ho avuto la sensazione che la verità sia sempre associata alla tristezza e che la gioia è con l’illusione. E poi il mondo della filosofia mi ha aperto, in particolare greco, ho riconosciuto Epicuro. E ho capito che, al contrario, le illusioni ci ispirano con la tristezza e la verità libera e dà gioia. In un certo senso, la filosofia è diventata «buona matrigna».

UN. A.-CON.: Era l’opposto di sua madre. Non mentiva in nulla, ma era impossibile ascoltare una parola delicata da lui. Ho ricevuto la prima approvazione da lui a vent’anni quando ho detto che sono entrato all’università! Non era crudele, ma era duro. Insieme, i miei genitori costituivano un’immagine molto spaventosa per la coscienza dei bambini: la verità era senza amore e amore – senza la verità! Allo stesso tempo, le relazioni con mio padre mi hanno formato: se mia madre era difficile da amare, allora era facile odiarlo. E per un adolescente questa è una buona scuola di vita. Dopotutto, come ha detto il filosofo tedesco Johann Gottlieb Fichte, affermiamo noi stessi solo in contrasto. Più tardi i miei sentimenti si sono ammorbiditi da lui. Sua madre lo ha lasciato, si è sposato di nuovo e ho visto come è cambiato sotto l’influenza del nuovo amore. In un nuovo matrimonio, si è mostrato come un marito gentile, attento e premuroso. E poi mi sono reso conto che non vale la pena per la sventura di mia madre a mio padre. Sono stato finalmente in grado di stabilire relazioni calde con lui, che è durata fino alla sua morte.

Ti sei rivolto alla filosofia alla ricerca di https://farmaciaerezione.com/originale-cialis-senza-ricetta-online-sicuro una vita più felice?

UN. A.-CON.: No, in ogni caso, non immediatamente. Il mio insegnante nella classe di laurea era molto appassionato della fenomenologia francese: Sartre, Merlo-Ponty … la filosofia sembrava avere un’occupazione prevalentemente intellettuale. Essendo uno studente, studiando attentamente la filosofia greca, ho sentito un interesse esistenziale per la filosofia come arte della vita, come mezzo per essere felice, essere nella realtà e non nelle illusioni. Questo è ciò che viene chiamato saggezza.

Ma a quel tempo non era di moda.

UN. A.-CON.: Sì, davvero! Quindi le menti erano di proprietà di Jacques Derrida, Louis Pierre Altyusser (ho studiato con loro), Michelle Foucault, Gilles Delez … il loro talento luminoso e la brillante educazione non potevano non impressionarmi, ma sono stato trattenuto dalle loro opere. Ad esempio, «Words and Things» Foucault, il libro di culto degli anni ’70, mi sembrava uno scienziato e uno scienziato. Molto noioso. Poi mi sono ricordato dei «pensieri» di Pascal, che ho letto a 16-17 anni, e ho sentito il desiderio di riportarli. E questo libro mi ha deliziato! Sono stato apprezzato dalla lettura di Pascal, Epicuro, Monte e Spinoza e i filosofi moderni mi hanno portato a un desiderio per me. La conclusione suggerita da sola: sarò impegnato nella filosofia alla maniera degli antichi pensatori. Lascia che questo sia senza senso! La filosofia antica e classica significava molto di più per me. Nel 1984, quando è stato pubblicato il mio primo libro, un giornalista mi ha chiesto: “Sei un nuovo filosofo?»(Implicando un gruppo di cosiddetti» nuovi filosofi «degli anni ’70*), a cui ho risposto all’istante:» No, sono un antico filosofo «.

Ma per essere un filosofo, non è necessario essere moderni?

UN. A.-CON.: Certo, dobbiamo essere un uomo del suo tempo, tuttavia non abbiamo scelta. Sebbene il concetto di Avant -Garde mi abbia sempre allarmato. In ogni caso, in relazione alla filosofia o al campo dell’arte e della letteratura. Ho condiviso questo punto di vista con Levi-Strax, che mi ha dato la mia amicizia: né lui né io non ci piaceva il suo tempo. Voglio essere compreso correttamente: sono felice di vivere ora, ma in relazione ai risultati del pensiero umano e della creatività, siamo molto lontani dall’era dell’antichità, ai secoli XVII e XVIII.

Vuoi dire che non dovresti aspettare nulla di nuovo dagli attuali pensatori e creatori?

UN. A.-CON.: Nuovo – sì, vale la pena. Ma non c’è motivo di credere che i prossimi dieci secoli saranno eccezionali. Nessuno scultore supererà l’abilità degli antichi greci, nessuno scriverà musica meglio di quella che il XVIII secolo ci ha dato e non raggiungerà le cime della poesia del XIX secolo. Il ventesimo secolo fece una svolta nel campo della scienza e raggiunse molto nella sfera politica. Nonostante tutti gli orrori di questo secolo, ci ha dato risultati insuperabili nel campo dei diritti umani in tutto il mondo. Ma è impossibile avere successo in tutte le aree allo stesso tempo.

Allora perché sono necessari i filosofi oggi?

UN. A.-CON.: In filosofia, non supereremo mai Aristotele e Kant, nessuno scriverà mai musica meglio di Bach o Beethoven. E non sforzarti di competere con loro. Per quello? Dopotutto, ciò che hanno creato, abbiamo già. Né la dipendenza dal passato, né l’avanguardia non sono più interessate a me. Non ci sono progressi nell’arte e nella filosofia. Nessun musicista dirà: «Quello che faccio è meglio delle creazioni di Bach». Allo stesso modo, non dirà un singolo filosofo: «Ciò che scrivo supera Aristotele». Cosa si aspetta la società dai filosofi moderni? Che, continuando le tradizioni dei predecessori, ci presenteranno una filosofia che fa eco oggi, risponderà alle questioni dolorose del nostro tempo. Se scarti la falsa modestia, direi che questo è quello che faccio. Non sono uno stoico, non un epicureo e non un seguace di Spinoza. Ma, facendo affidamento sugli insegnamenti di questi pensatori, sto cercando di offrire filosofia per il momento attuale che aiuterebbe a vivere nella nostra era.

Ma non ti sembra che, in questo desiderio di fare un mezzo per raggiungere bene il benessere, una specie di strumento psicoterapico dalla filosofia, siamo andati troppo oltre?

UN. A.-CON.: Forse. Ciò è dovuto al fatto che le persone mescolano idee sulla filosofia e la psicoterapia. Lo scopo della terapia è la salute, lo scopo della filosofia è la saggezza: otteniamo la più grande felicità con la più grande chiarezza della coscienza. La felicità è lo scopo della filosofia, ma non la sua norma. La sua norma è vera. Cosa significa? Che sto prendendo in considerazione qualche pensiero non perché mi avvantaggerà e mi aiuterà a vivere, ma perché mi sembra vero. E migliore tristezza veritiera della falsa gioia. Semplicemente, quando fai un pensiero che ti sembra fedele, lo scopo del filosofo, come, in effetti, ogni persona, è cercare di estrarre gioia da esso.

Ma anche la psicoterapia non si offre di accontentarsi di «falsa gioia». Al contrario, uno psicoanalista ci aiuta a sbarazzarci delle illusioni, aprendo il loro meccanismo ..

UN. A.-CON.: Sì. Questo è esattamente quello che mi piace con Freud. «Vera e di nuovo la verità» – qui, ha detto, l’unica regola della psicoanalisi. L’unica differenza è che la psicoanalisi come tipo di terapia è progettata per trattare le malattie, per eliminare i sintomi … In una parola, il suo obiettivo umano è l’obiettivo umano. E la filosofia non ha mai curato nessuno! «La psicoanalisi non aiuta a diventare felice», ha scritto Freud. – Aiuta il paziente da un disturbo nevrotico ad andare alla sensazione banale di sventura della vita quotidiana. Quando una persona soffre di nevrosi, ricorre al corso della psicoterapia. E cosa fare a qualcuno che non è malato o che è appena stato guarito – in una parola, è nella famigerata fase della «sventura banale»? Dovrebbe essere impegnato in filosofia per imparare a vivere correttamente. La filosofia inizia esattamente dove si ferma la psicoterapia.

E hai mai subito un corso di psicoterapia?

UN. A.-CON.: Ho visitato uno psicoanalista per due anni, molto tempo fa, venti anni fa. All’inizio, volevo solo soddisfare la mia curiosità, mezzo narcisista, mezza scientifica, in relazione a me stesso e psicoanalisi. E avevo un motivo in più: volevo capire le mie relazioni familiari difficili. Questi due anni mi hanno aiutato più distintamente a vedere me stesso e probabilmente avere un’idea più completa di ciò che la psicoanalisi sia … e iniziare gradualmente a perdere interesse per l’altro e per un altro. Alla fine di questi due anni, mi sono sentito la noia. O forse ho sofferto non abbastanza forte da aver bisogno di terapia.

Il pensiero della morte ti eccita?

UN. A.-CON.: Sul mio? Sempre meno. Sono molto più preoccupato per la salute dei miei figli. Il fatto è che la mia prima figlia – figlia – è morta quando aveva sei settimane. Ecco perché la salute dei miei figli è, ovviamente, il mio posto vulnerabile.

Di fronte a tale dolore, ti sei rivolto alla filosofia?

UN. A.-CON.: No, quando ti preoccupi di tale dolore, puoi solo piangere e urlare. Qui non è all’altezza della filosofia, qui la cosa principale è resistere e sopravvivere. La filosofia è più adatta per i periodi in cui più o meno buoni. Quando puoi dire a te stesso: «Ho tutto per essere felice» e poi affermare che questo non è abbastanza per la felicità.

Si scopre che è stata la filosofia che ti ha insegnato a goderti veramente la vita?

UN. A.-CON.: In ogni caso, ha aggravato significativamente i miei gusti per la vita. Francamente, la vita ha spesso un sapore amaro. Ma io, ad esempio, amo il tabacco e la birra e quindi so perfettamente che l’amarezza può offrire piacere. La filosofia non ha rimosso tutta l’amarezza dalla mia vita, questo è impossibile, ma mi ha aiutato a sentire questo sapore migliore. Questo è il suo scopo. La saggezza non è amare la felicità – nessuna filosofia è necessaria per questo – ma amare la vita così com’è – felice, infelice, amaro, dolce … e più chiaramente ne sentiamo la fragilità, più prezioso diventa per noi.

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5 metodele sunt dulci fără remușcări de conștiință

Fructe interzise, ​​ispită, care este uneori imposibil de rezistat. Mulți dintre noi ne raportăm la dulciuri în acest fel. Ne străduim să ne „controlăm”, să limităm consumul de dulciuri, dar atunci inevitabil ne descompunem și ne simțim vinovați. Despre cum să-și schimbe atitudinea față de zahăr, spune nutriționist-nuthariologul Raya Weinstein-Gordon.

„Îmi plac dulciurile! Sunt un adevărat „dulce”. Nu am nevoie de altceva. Pot face fără mâncare deloc, să trăiesc pe dulciuri. Știu că este imposibil, dar … dacă nu ar exista consecințe, dimineața aș mânca un croissant cu cafea, pentru prânz – clătite cu gem, seara – o prăjitură sau prăjituri cu ceai ”.

Cred că mulți își pot imagina în locul acestei femei care visează la o viață dulce. Dar, desigur, nu ne permitem toate acestea: este dăunător, caloriu, imposibil.

Și să ne imaginăm această situație: într -o dimineață frumoasă, dintele nostru dulce decide să meargă la o dietă și să abandoneze complet dulce. Dezvoltarea ulterioară a evenimentelor este ușor de prevăzut. Va fi sincer timp de câteva zile: ea va ocoli departamentele de brutărie și pâine cu o aromă stupefiantă de scorțișoară și vanilie, va conduce gânduri ispititoare de la sine.

Dar mai devreme sau mai târziu va avea loc o defalcare – după o săptămână, două sau chiar după câteva luni. Primele dulciuri mâncate vor fi urmate de gândul: „Am stricat totul!„Și atunci ultima fortăreață a puterii de voință se va prăbuși. Bună ziua, remușcări, ură pentru tine, sentimentul că nu poți scăpa niciodată de excesul de greutate.

De ce majoritatea interdicțiilor asupra dulciurilor nu funcționează? De ce este pofta pentru el în final? Există două motive principale pentru.

1. Fiziologic. Ne place gustul dulce de la început. Natura și evoluția sunt de vină: pentru a supraviețui, a trebuit să mâncăm și a fost zahărul (mai precis, glucoza) a fost o sursă de energie rapidă și accesibilă. Și, în plus, alimentele dulci ne -au oferit plăcere.

În urmă cu mai bine de 40 de ani, https://farmacieromania24.com/cialis-generica/ medicul israelian Jacob Steiner a efectuat un studiu științific pe acest subiect. La câteva ore după naștere, bebelușii au picat soluții cu gust diferit, observând expresiile faciale. „Încercând” dulce, copiii au lins activ buza superioară, mușchii relaxați. Copiii au experimentat clar plăcere și nimeni nu i -a învățat acest lucru – așa este fiziologie.

2. Emoţional. Cu ambalaje de bomboane și bomboane de bomboane, cu prăjituri crocante și prăjituri topite în gură, amintiri pentru copii, emoții, căldură sunt conectate. Care va refuza dintr -un astfel de mod liber?

Când ne simțim rău, singur sau dureros, mecanismul inconștient de confort, format în copilărie intră în vigoare: mulți dintre noi mi s -au oferit dulciuri pentru a calma, a înveseli, a distrage atenția. Și acum la vârsta adultă vrem să continuăm să folosim acest mijloc magic. Și dacă în copilărie eram adesea limitați în dulce, în creștere, ne străduim să compenim acest lucru.

Într -un cuvânt, mulți dintre noi preferăm un gust dulce pentru toți ceilalți. Dar de ce vrei dulciuri „mereu” și „multe”? În primul rând, dacă este analizat, se dovedește că nu este „întotdeauna”, ci în puncte foarte specifice. În al doilea rând, „mult” în general este conceptul de vag.

Sweet Traction

Pentru a învăța să tratați mai calm dulciurile, mai întâi trebuie să determinați sursa de tracțiune. Pot exista mai multe dintre ele, pentru că dulce este:

1. Sursa de energie

Din punctul de vedere al fiziologiei, Sweet joacă trei roluri principale:

  • Rapid și eficient (deși temporar) stinge senzația de foame. Dacă nu am mâncat o jumătate de zi, atunci, intrăm în bucătărie și văzând faianța de ciocolată, cu greu putem trece pe lângă. Aceasta este fiziologia: corpul nostru se grăbește să compenseze cât mai repede lipsa de energie.
  • În grabă să ajute în caz de oboseală excesivă. Când simțim o defalcare din cauza lipsei de somn sau a unei zile de lucru bogate, dulce joacă rolul de dopaj: ne ajută să continuăm să funcționăm, în ciuda oboselii. Ar trebui să ne odihnim, dar nimeni nu a anulat treburile, iar creierul înțelept ne „sfătuiește” să mâncăm.
  • Ne indică o dietă insuficient echilibrată. Adesea, organismul raportează absența componentelor alimentare necesare (de exemplu, proteine) tocmai cu o poftă de dulce.

2. Consolare, recompensă

Acest rol este dulce, de regulă, începe să joace în copilărie. Cadourile de Anul Nou, formate din dulciuri, înghețată ca recompensă pentru un comportament bun, ciocolată în consolare … așa este stabilită această conexiune. Și chiar și atunci când devenim adulți, dulce ne umple încă cu un sentiment de căldură, dragoste, bucurie, face posibilă atingerea copilăriei.

Și acest lucru nu este bun și nu este rău – este un mecanism complet de lucru. Este important să înțelegem care este adevărata noastră nevoie și să găsim opțiuni suplimentare pentru satisfacția sa. Nu în schimb, dar pe lângă dulce.

3. Seducător

Dulce ne relaxează literalmente corpul și conștiința – deși, din nou, temporar. „Când sunt stres, dulciurile mă calmează”, mi -a recunoscut odată clientul. – Recent, șeful a spus că mă pot crește în curând. Aceasta este o veste grozavă, dar am fost atât de nervos! Aceasta este o responsabilitate uriașă. Și la câteva minute după conversație, am mâncat ambalajul cookie -urilor. Știam perfect bine că nu aveam nevoie, dar am fost atât de zguduit de gândul că nu pot face față, iar dulciurile m -au liniștit o perioadă ”.

În parte, totul este în serotonină – susține echilibrul nostru psiho -emotional. Este format din triptofan – un aminoacid indispensabil pe care îl primim cu alimente. Triptofanul se transformă în serotonină sub influența enzimelor și folosind carbohidrați. Prin urmare, de multe ori auzim că obținem serotonină din carbohidrați. Nu chiar dintre ei, ci cu ajutorul lor.

4. Agrement

Deci, dulce duce la relaxare, provoacă emoții pozitive, ne încântă simțurile, ceea ce înseamnă că aceasta este o plăcere incontestabilă. Problemele încep atunci când devine singura plăcere.

Vă puteți imagina harta noastră personală de plăceri sub forma soarelui. Una dintre raze este dulce, restul razelor tuturor este diferit. Dar când plăcerile devin din ce în ce mai puțin, dulce începe să ocupe locuri goale.

Un client a recunoscut că i -a plăcut întotdeauna să creeze și să călătorească ceva, dar după nașterea copiilor și creșterea locului creativității și călătoriilor în viața ei nu a rămas. „Eu însumi nu am observat cum tot ce mi -a dat plăcere a ajuns treptat la nimic. Dulce a devenit un centru de plăcere. Acum este clar că nu -l pot refuza «.

5. Protestează „Decid aici”

Se întâmplă că dulciurile sunt conectate cu interdicțiile și o luptă pentru controlul asupra faptului că pe o farfurie, ceea ce înseamnă, devine o modalitate de a -mi arăta „eu”: „Sunt deja adult și decid ce sunt”.

De obicei, nimeni nu indică, interdicțiile sunt trase din copilărie, dar acum ne luptăm cu propriul nostru adult, vocea parentală:

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5 ways to eat less meat

We do not urge you to abandon the meat at all, but there are good reasons to reduce its amount in the diet. We tell you exactly how this can be done.

Most of us cannot imagine our life without meat. Indeed, how appetizing juicy ruddy steaks look appetizing, fragrant roasted, baked lamb leg … But the use of meat in large quantities harms our health and the environment. Without urging you to completely abandon the meat, we have studied different opportunities for how to reduce its specific gravity in our menu.

Cro -Magnons have already been active seedlings, and since then this habit in man has only strengthened and developed. It’s time to firmly tell ourselves – we eat it too much! If the European of the 19th century eaten an average of less than 20 kg per year, today on each of us on average we account for up to 88 kg! The meat itself is not harmful to our health, all problems arise due to the fats contained in it. These saturated fats are hardly excreted from our body, and accumulating in it, they can cause various diseases, in particular, diabetes. The so-called trans fats are also harmful to our intestines, exposing us to the risk of a cancerous disease of this organ.

In addition to harm to health, the growth of human consumption leads to other adverse consequences: this has a significant effect on the ecology. Nevertheless, for various reasons and habits, most of us continue to eat meat, often without observing the proper measure. Perhaps a long-standing stereotype is still strong in us, according to which the proteins necessary for our body, we can truly draw only from meat. Meanwhile, there are many ways of healthy diet that do not require extremes from us: following them, we are not obliged to absorb a piece of meat with each meal, nor become a strict vegetarian.

1.Cook meat as an addition to the main dish

In some European restaurants of high cuisine in recent years, https://globalpharmacy24.com/drug/kamagra-effervescent there is a desire for more rational nutrition. The French chef Alain Ducasse declares: “We must consume more responsibly, not forgetting about justice in the scale of the whole globe. The French are the leaders of the culinary industry, “fashion lawmakers”, which means that we must show the rest an example of what needs to be done so that this planet can feed the maximum number of people as long as possible ”. According to this titled culinary culinary specialist (however, a miraculous among colleagues), the meat should be cooked as an addition to the main dish – that is, it should act as a rule, they perform vegetables or more, a more complex side dish. That is, the essence is not to decisively abandon animal proteins or to break with the prevailing culinary traditions (and it is true, it is difficult not to let saliva at the sight of a fragrant juicy chop), but to make vegetables, cereals and seasonings to the forefront.

Since our body does not at all require the receipt of a myriad of proteins with each meal, we may well treat ourselves with vegetables (better seasonal), prepared according to some exquisite recipe. Here a good prompt can be the wizard Alain Passard (Alain Passard). Already more than 10 years ago, a recognized hotel specialist and Rostbuf generally abandoned red meat in favor of vegetables in his Arpège restaurant, where Parisians are used to looking, wanting to taste the lamb or lamb leg. Now the Passar applies all his skills in handling meat to vegetables. “Vegetables do not have to extinguish at all,” he claims. – But they can be frying in a pan, on a grill, scorched over high heat, smoked and fry in salt crust. All that I learned in meat cooking, I put it to the service of vegetables. At the same time, there is a lot of things that you will not meet in animal meat: color, seasonal differences, playing with structures – all this allows you to create incredible things! For example, carrots: after all, no one has done anything like that with her! How many discoveries there are! And if you still try to use only seasonal vegetables, you will immediately feel a special smell and taste of your dish, it will surely delight you with the freshness of your color scheme ”.

2.Give an advantage to fish, eggs and dairy products

In an effort to reduce meat consumption, the choice of fish is the best tool. In addition, it contains essential fatty acids (such as omega-3) necessary for our body and which it cannot produce independently. It is important to know that it is preferable to choose fish caught from natural habitats than that grown artificially (the latter contains more toxic substances – pesticides and so on.).

When you eat eggs or dairy products, also do not get carried away with them excessively in the desire to compensate for the lack of proteins – although those contained in dairy products, and more beneficial for our body. The fact is that experts warn that we eat too many products containing chemicals, and they destroy our gastric flora. Prefer natural yogurts with cream desserts. Cheese should also be limited to about 40 g per day. We do not realize that today we eat yogurts and dairy desserts every day twice as much as in 1980. As for the eggs, then two or three per week will be quite enough.

3.Give preference to quality

If you still decide to taste meat, it is best to go to a familiar butcher in the market that will answer you truthfully about the origin of the product and its quality. Choose a piece of as better quality as possible. Let it cost more, but its price just wraps your meat -eater ardor. And the meat treat will be an event for you (just as it was in the era of our grandparents), and not a daily food ritual. Yes, indeed, the demand for meat is steadily increasing in Asia, Latin America and those that export oil. On a global scale, the demand for meat and fish products is growing steadily, however, the impact of its production on the environment is also aggravated. The price of meat, fish, soy products and cereals inevitably grow. As a result, no matter what the reason we are guided by – the desire to reduce the harm that we do ecology, or high cost, but most likely, the totality of these causes – but a turn to power modes containing less animal proteins and more proteins from vegetables are likely to be inevitable.

4.Bet on a duet vegetables

Contrary to common beliefs, our body needs not so much proteins themselves as such as the amino acids contained in them. The content of each type of amino acids we need varies depending on the type of protein. But all types of amino acids that are found in animal proteins can be found in vegetable proteins. A set of amino acids contained in meat proteins does not coincide in proportions with what we find in wheat or, for example, lentils. This is why it is recommended to connect legumes and cereals. It is very important to understand that there are much less proteins in vegetables than in legumes. In the old days, legumes were even called “meat for the poor” (these are, first of all, different types of beans, peas and lentils). Particular interest is soy: its composition of amino acids is so similar to the one that is contained in the meat, which so are considered the best substitute for meat. The same can be said about Kinoa (South American cereal containing a lot of useful substances).

Proteins are also contained in cereals, so not only rice and pasta are very useful, but also halfba, barley, film, buckwheat and oats. Nevertheless, despite the fact that they are an excellent source of iron, if they are connected in one meal with vitamin C (broccoli, tomatoes, strawberries), iron is not absorbed by the body as well as in the case of a meat dish. That is why it is recommended at least twice a week to eat beef or lamb meat. You should not neglect other sources of proteins, especially since they also contain calcium and fatty acids: nuts (hazelnuts, almonds, cedar nuts), oilseed crops (sunflower seeds, sesame seeds, pumpkin) is preferable, of course, to buy them in bio -products.

5.Take a closer look at … insects

Imagine that you add a handful to omelet or to a cookie dough … grasshoppers! You feel uneasy? Meanwhile, 1000 species of insects are already eaten in Asia, Africa and Latin America, and this trend spreads wider and wider. The Food and Agricultural Organization of the United Nations (FAO) published a report that contains urgent recommendations for the cultivation and eating of insects. Having learned to enjoy the taste of grasshoppers, locusts (or just remembering how our distant ancestors did), we will find a magical way to solve a global nutritional problem. Recall that by 2050 it will be necessary to feed more than 9 billion people. Insects are not the worst option, and that’s why. Firstly, they contain many proteins (100 g of crickets are equivalent to 150 g of minced meat, t. e. contain about 34 g of proteins);Secondly, the cost of their production is significantly less (to grow 1 kg of insects, it will take 2.1 kg of food, while in the meat industry to get 1 kg of meat, it is necessary to use 25 kg of food for cows);Thirdly, there are much fewer emissions of greenhouse gas into the atmosphere (insects distinguish 100 times less methane than in traditional livestock) … It seems that crickets and grasshoppers are ideal for saving humanity.

Of course, our distant ancestors ate insects, but today not many will seduce the idea to fry or pour boiling water on a bunch of living tiny creatures. That is why big world networks of supermarkets begin to slowly accustom customers to this type of goodies, putting bags for aircraft with crickets or silkworms on the shelves. This was the first to do the French Auchan, together with the Crickeat brand, specializing in edible insects and having its own farms in growing insects in Thailand. Carrefour joined him, who released a new brand of cookies with insects: with the taste of onions, tomato, cheese Chedder or caramel – a choice for every taste.

In our country, it is hardly possible to find these exotic delicacies, and in order to join this world tendency, you will have to go to Europe at least (you will find insects in some exquisite restaurants) or (to sure) to the countries of Asia.

4-stages-of-relations-without-which-there-will-be-no-love-and-intimacy2

4 fáze vztahů, bez nichž nebude mít žádná láska a intimita

Dříve nebo později má každý pár krizí. Partneři se zdají být jedním z nich jako nahrazení. Proč se to stane? S největší pravděpodobností přišli k klíčovému bodu, když je nutné rozhodnout, zda být spolu. Jaké povinné fáze vztahů musíme vědět, abychom našli skutečné hluboké pocity?

«Pamatuji si našich prvních šesti měsíců, staral se o mě – jako nikdo před ním.»! -Calls 32leté Eleanor. – Strávili jsme po celou dobu společně. A najednou se pro nás stalo zajímavějším samostatně. Byli jsme všichni v naší společnosti na hodně času, večer jsme nemohli mít čas mluvit. A v určitém okamžiku jsem si myslel: Rozhodně bych měl být spolu?

Ale pak můj partner už dal hlas a trval na tom, že jdeme k psychologovi. Řekl, že se to nestane: všechno bylo v pořádku a najednou se všechno neodvolatelně zhoršilo a věří, že můžete vrátit bývalou blízkost. Nyní máme renesanci. Zdá se mi, že ho miluji ještě víc než na začátku naší cesty. A bojím se představit si, jak moc bychom pak mohli zlomit palivové dříví “.

Tento příběh je živým příkladem toho, jak pár zaujal určitou fázi ve vztahu, který může vyděsit partnery, ne -li znát jeho existenci a dokonce i jeho závazek.

«Stejně jako jakýkoli živý systém, vztahy v páru procházejí určitým procesem vývoje,» je přesvědčen psychoterapeut Wann Joyns. -a často, když se partneři přesunou z jedné fáze do druhé, myslí si, že něco není jako by už nebyly milovány. Jednoduše nechápou, že jejich vztah jednoduše přešel na jinou úroveň vývoje. Pak se páry často obracejí na psychoterapii. Úkolem psychologa je pomoci jim projít tuto fázi a vyřešit konflikt, který vytváří složitost “.

Jaký druh vztahu chtějí – obvykle – přicházejí všechny páry?

„Ve vztazích se autonomie a zdravá vzájemná závislost stávají požadovaným cílem. Když je každá osoba schopna přemýšlet pro sebe a uspokojit jeho potřeby a zároveň uspokojit potřeby jiného, ​​“vysvětluje Wann Joyns. – Jak věřil John Bowlby (autor teorie náklonnosti), nikdy se nevyvíjíme, abychom uspokojili naši potřebu spolehlivé základny, spolehlivé podpory, k níž přijdeme, až budeme špatní, když jsme unavení. To, kdo by nás podporoval a obnovil naše síly. A to je přední motivace, díky které lidé vytvářejí a rozvíjejí stabilní vztah “.

Ve vztazích pro dospělé často dokončujeme to, co jsme nedokončili jednou v dětství, ve vztazích s významnými rodičovskými postavami. Dochází k psychologickému zrození vztahů a jejich vývoje, stejné jako na každém lidském dítěti.

Takto Wann Joyns popsal své fáze.

1. fáze. Vztahy – idealizovaná fantazie. Hledejte partnera

Obraz budoucího partnera je vytvořen na podporu pohádek, narodil se z těch romantických, ideálních příběhů, které slyšíme v dětství. V této fázi hledáme rytíře a princeznu, která splní naše sny. Toto je idealizovaný partner, který je schopen uspokojit všechny naše potřeby v našich myšlenkách (což je nerealistické).

Je to však tato fantazie, která nám pomáhá vstoupit do vztahů a manželství. My sami se chováme ideálně a ukážeme další nejlepší verzi sebe samých. Opravdu se nám to chce líbit, a proto pečlivě skrývá naši již nejatraktivnější stránku.

2. fáze. Symbióza. Období cukrovinek, první měsíce života společně

Zde ve vztahu hrají první housle romantickou láskou a nadšením. V této fázi pokračuje pohádka – náš partner stále nosí, ne -li halo, pak koruna princezny nebo brnění rytíře. Začneme navázat a budovat vztahy podle modelu, který existoval v raném dětství s touto rodičovskou postavou, která se o nás starala jako první.

Toto je počáteční přechod na založení komunikace a rozvoj připoutání s jinou lidskou bytostí. Podle teorie připoutání může být toto spojení spolehlivé i úzkostné, vyhýbání se a dezorganizaci.

Chceme být vedle partnera. A pokud nejsme spolu, pak jsou všechny naše myšlenky o něm. Nevšimneme si rozdílů, zaměřujeme se na podobnosti. Zdá se nám, že bez této osoby nemůžeme žít. Ale postupně začínáme ukazovat, co bylo skryto v zákulisí. Například skutečnost, že máme své vlastní zájmy – bez účasti partnera v nich.

3. fáze. Oddělení. Pozdější období vztahů

Konflikty a boj o moc začínají. V této fázi partneři chápou, že nechtějí být vždy spolu, že jejich zájmy a potřeby se nemusí shodovat. Během tohoto období se ptají na otázky: „Kde byly moje oči, když jsem si to vybral? Kam šla naše láska? A s tím mužem jsem vstoupil do manželství?„Má partner stále miluje, který začal trávit tolik času samostatně?

Dochází k oddělení a individualizaci. Wann Joyns přiděluje tři úkryty na toto období, kdy „líbánky skončily“.

  1. Diferenciace. Analogií s obdobím, kdy se poprvé začneme oddělit od matky. A nyní jsme odděleni od partnera, a to je alarmující.
  2. Test v praxi. Začneme praktikovat tuto nově získanou osobnost, oddělujeme se od partnera. «Toto je fáze, kdy se zamilujeme do světa kolem nás, začneme s ním komunikovat.». Zabýváme se různými věcmi, komunikujeme s ostatními lidmi “.
  3. Sjednocení, sbližování. Pokud se vrátíte k analogii „dítěte a matky“, pak během tohoto období dítě, které se odtrhne od matky, ztratí pocit jejího obrazu a potřebuje ji znovu. Vrátí se k ní, aby „doplňoval“. V tomto setkání znovu získá lásku, podporu, spojení. Totéž se děje ve vztahu s partnerem. V párových vztazích to znamená příležitost pro partnery diskutovat o jejich potřebách, podnikání. Oba se naučí současně stanovit hranice svého individuálního „já“ a být spolehlivou podporou partnera, pomáhají mu realizovat a uspokojit jeho potřeby.

«Čím více je naše potřeba této závislosti a podpory spokojená, tím autonomnější se naučíme cítit,» vysvětluje Wann Joyins. – Čím více je partner citlivý, spolehlivý, tím více nám pomáhá uspokojit naše potřeby, tím více svobody se cítíme. Máme stejnou autonomii – na rozdíl od této vzájemné exkluzivity v „Honeyově období“, kde jsme soustředěni pouze na sebe a zapomínáme na sebe “.

V této fázi je nebezpečí mezery skvělé. Partneři se mohou rozhodnout „dostat se ze hry“ a pokusit se znovu najít perfektního partnera, který, jak nyní rozumíme, neexistuje, neexistuje. Koneckonců, vztahy s ním projdou stejné fáze a nevyhnutelně přijdou do fáze separace a individualizace. Někdy opakujeme role, které hráli naši rodiče.

«Partneři musí během tohoto období přežít a podstoupit terapii, pokud se nezabývají sami,» doporučuje Wann Joyins. – Pamatujte, že vztahy, manželství znamená práci. Vztahy-stroj pro pěstování lidí, kteří mohou projít všemi fázemi a růst, ale v určitém stádiu se mohou uvíznout a stagnovat tam. Ale pokud se jim podaří pracovat a procházet všemi fázemi společně, přepnou na další úroveň zralých vztahů a skutečné blízkosti “.

4. fáze. Blízkost a zapojení. Zralý vztah

V této fázi partneři neustále vytvářejí podporu pro spolehlivé připojení.

„Každý z partnerů musí mít pocit, že druhý je k dispozici a spíše reaguje, že obdrží uspokojení svých potřeb těchto vztahů. V této fázi partneři jdou nad rámec toho, co promítli na svého partnera – maminka, táta, princezna z dětské pohádky nebo rytíře z jejich oblíbeného filmu a začnou jej znovu otevírat – kdo je vlastně on? – říká Wann Joyns. – Nyní mimo tento obrázek vidí skutečného živého člověka – úplně tak, jak je. Ten, do kterého se zamilovali. Získají ho znovu a žijí hlubší pocit intimity a příslušnosti, což je uspokojuje více než primární „posedlost medu“ ostatními “.

Jak jsou konflikty? Už nebudou? Samozřejmě budou. Ale nyní mají partneři příležitost a zvyk spolu mluvit, nikdo neodejde, neskrývá se v rozhovoru a dětských vzorcích, nikdo tento vztah nepřeruší. A je vytvořen pocit silnějšího spojení.

„Partneři dosáhnou takové úrovně zralých vztahů, ve kterých jsou možné konflikty, ale vztahy jsou udržovány. Mají hlubší lásku, více důvěry, spolehlivější připoutanosti. Ve fázi vzájemné závislosti je myšlenka dokonalosti sladěna s myšlenkou reality a „1+1“ více než 2, “tvrdí odborník. „Když se lidé společně ocitnou nejlepší lidé než jeden po druhém, mimo tyto vztahy, které jsou založeny na základu růstu a rozvoje, namísto potřeby a potřeby, jako předtím“.

Partneři přestanou vypracovat své potíže s dětstvím, ve kterých jsou navzájem přilepeni. Zdravá závislost nyní přispívá k autonomii. Ať jsem cokoli – hladový, unavený, osamělý, podrážděný – vždy mohu přijít ke svému partnerovi a uspokojit své potřeby. A mám větší důvěru, když jdu do vnějšího světa.

«To jsou nezbytné fáze, které jsou nevyhnutelné.». A pokud lidé chtějí přijít na zralou, pravou lásku, měli by o tom vědět, “říká Wann Joyns. – Ne každý dává práci projít těmito fázemi. Pokud však lidé pochopí, že vztahy jsou prací, budou mít větší šanci přijít k konečnému odměňovacímu bodu “.

Článek byl připraven jako součást spolupráce pro psychologie a projektu vrcholů .