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Lock流

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Everything posted by Lock流

  1. Jeep’s all-new Wrangler retains its boxy shape, albeit with a fresh grille and rear lights, plus a slightly wider and longer body. It also comes with boosted off-road credentials, thanks to stronger front and rear axles, bigger skid plates and larger brakes on all models. A toolkit with each car will let owners remove the doors and fold down the windscreen. UK buyers will have a choice of two engines: a 2.0-litre four-cylinder petrol turbo with 200bhp and 400Nm, and a 2.2 diesel delivering 197bhp and 450Nm.
  2. In January 2009, photographer Derrick Santini was offered a magazine shoot with an unknown US singer. "I'd never heard of Lady Gaga when the job came up," he tells BBC News. "Of course, two months later, everyone knew her." At the time she posed for the portraits, Gaga was on the brink of releasing her debut single Just Dance - which became the first of several monster hits. Santini, who has also photographed Adele, Mary J Blige and Idris Elba, was commissioned to shoot Gaga for The Sun's recently launched Fabulous magazine. "Everything was slightly exaggerated with her," Santini recalls. "We pumped up the colours, we went for this very poppy background, these obviously quite full-on outfits." "She knew what she wanted, she was really a pro, it was clear, she was so on her image and what she was doing all the time, there was no messing about." The images documented how Gaga uses fashion, art and performance to express radically different identities. Nearly 10 years on, they are being used as part of a new exhibition about body dysmorphia - a mental health condition where a person spends a lot of time worrying about flaws in their appearance. Gaga is certainly an icon of fashion and glamour - but she has spoken openly about her struggles with bulimia and anorexia in the past. "I wasn't aware of her issues back then," says Santini, "or maybe body dysmorphia as a term wasn't around so much then. "She's had her issues with it, and I think it's kind of like the general thing about identity, we are all self-conscious, we are all documenting ourselves all the time. "And so this incredible introspection of ourselves is going on, so in a way it's morphing in the mind - what you think you look like, how you think you appear, that's the crux of body dysmorphia." Santini's images of Gaga, some of which haven't been seen before, form part of Identity - a new exhibition at London's Zebra One Gallery. Works from 10 artists have been selected for the show, all of them exploring themes relating to body dysmorphic disorder (BDD). The gallery's owner, Gabrielle Du Plooy, came up with the idea for the exhibition earlier this year, and began approaching artists whose work she felt fitted with the theme of the show.
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  3. Child suicides in Japan are the highest they have been in more than three decades, the country's education ministry says. In the fiscal year 2016/7 up to March, 250 children from elementary to high school age were recorded as having taken their own lives. The number is five more than last year, and the highest it has been since 1986. Concerns the children had reported included family problems, worrying about their futures and bullying. But schools said the reasons behind about 140 of the deaths are unknown as the students did not leave a note. Most of those who took their lives were of high school age, where Japanese students typically study until they are aged 18. A report released by Japan's Cabinet Office in 2015 looked at child suicide data in the country from 1972-2013, which recognised a massive peak at the start of the annual school year on 1 September. Japan had one of the highest suicide rates in 2015 but since preventative measures were introduced, the figures have dropped, according to World Health Organization. Overall suicides across Japan fell to about 21,000 in 2017, police say, down from a peak of about 34,500 in 2003. Why does Japan have such a high suicide rate? However, child suicide rates remain relatively high - making it the leading cause of death among young people in the country. "The number of suicides of students have stayed high, and that is an alarming issue which should be tackled," education ministry official Noriaki Kitazaki said as the latest figures were released. If you are feeling emotionally distressed and would like details of organisations which offer advice and support, click here. In the UK you can call for free, at any time, to hear recorded information on 0800 066 066. In Japan you can get help here.
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  4. Good morning feos xD ❤️ 1 day without internet ?

  5. Bored ! ?

    leave a number of 1-20 there will be 1 winner if your number wins you get 100points.

    alert age  +17 i don't joking with age ! its important ! as i said before people not kids.

     

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    good luck for everyone

    i will announced winners after status have 20 replies hurry :)) this is your chance. :v

    1. Show previous comments  16 more
    2. walker™

      walker™

      why you type 1/2/3/4/5/6 

      type 1 / 3 / 12 /20 / 15 

      mixed not 123 pff

    3. Markhor.

      Markhor.

      @Lock ♕ thanXX brooo ❤️

  6. V1 TEXT & EFFECTS + BLUR
  7. welcome to csbd ! be careful and read rules
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  8. The never-ending fight against bacteria has taken a turn in humanity's favor with the announcement of a tool that could give the upper hand in drug research. Bacterial resistance to antibiotics has produced alarming headlines in recent years, with the prospect of commonly prescribed treatments becoming obsolete setting off alarm bells in the medical establishment. More efficient ways of testing replacements are desperately needed, and a team from the Okinawa Institute of Science and Technology Graduate University (OIST) has just found one. In their paper, published in ACS Sensors, the scientists look at a microbial structure called biofilms -- bacterial cells that band together into a slimy matrix. These are advantageous for bacteria, even giving resistance to conventional antibiotics. With properties like these, biofilms can be hazardous when they contaminate environments and industries; everything from tainting food production to clogging sewage treatment pipes. Biofilms can also become lethal if they make their way into medical facilities. Understanding how biofilms are formed is key to finding ways to defeat them, and this study brought together OIST scientists from backgrounds in biotechnology, nanoengineering and software programming to tackle it. The team focused on biofilm assembly kinetics -- the biochemical reactions that allow bacteria to produce their linked matrix structure. Gathering intelligence on how these reactions function can tell a lot about what drugs and chemicals can be used to counteract them. No tools were available to the team that would allow them to monitor biofilm growth with the frequency they needed to have a clear understanding of it. So, they modified an existing tool to their own design. Dr. Nikhil Bhalla, working in OIST's Micro/Bio/Nanofluidics Unit led by Prof. Amy Shen took to the nanoscale to find a solution: "We created little chips with tiny structures for E. coli to grow on," he said. "They are covered in mushroom shaped nano-structures with a stem of silicon dioxide and a cap of gold." Now all the team had to do was find some bacteria to work with. Reaching out to OIST's Structural Cellular Biology Unit, the team were helped by Dr Bill Söderström, who supplied stocks of E. coli on the surface of nanomushroom chips for the team to study. When these nanomushrooms are subject to a targeted beam of light, they absorb it by Localized Surface Plasmon Resonance (LSPR). By measuring the difference between light wavelengths entering and exiting the chip, the scientists could make observations of the bacteria growing around the mushroom structures without disturbing their test subjects and affecting their results. "This is the first time we have used this sensing technique to study bacterial cells," said Dr. Riccardo Funari, the team's resident biotechnologist, "but the problem we found was we couldn't monitor it in real time." Getting a constant stream of data from their LSPR setup was possible, but required a whole new set of software to make it functional. Fortunately, research technician Kang-yu Chu was on hand to lend his programming expertise to the problem. "We made an automatic measuring program with instant analysis based on existing software, which let us process the data with one click. It greatly reduced the manual work involved and let us correct any problems with the experiment as they happen," said Kang-yu. Now these three disciplines have combined to make a benchtop tool that can be used in virtually any laboratory, and there are plans to miniaturize the technology into a portable device that could be used in a huge array of biosensing applications. "Studies on clinically relevant microorganisms are coming next," said Dr. Funari, "and we're really excited about the applications. This could be a great tool for testing future drugs on lots of different kinds of bacteria." For now at least, humans are taking the lead in the bacterial battle. Story Source: Materials provided by Okinawa Institute of Science and Technology (OIST) Graduate University. Note: Content may be edited for style and length.
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  9. Intel has come a long way with their mainstream processor platform. The platform has largely seen stagnation in terms of core and thread count over many generations since the first Core series CPU that launched back in 2010 but last year brought a big change to the CPU giant. What seemed to be a generational core clock bump has now turned into a generational core count bump while keeping the clock speed improvements. The Coffee Lake-S 8th Generation family, was the first big core count jump on the mainstream 300 series platform. It was an opportunity for Intel to show that they don’t only hold the IPC or clock speed advantage on the mainstream segment but they can also offer good multi-threading CPU performance. While the jump to 6 cores and 12 threads was great, the competition was offering up to 8 cores and 16 threads on their mainstream platform Intel is now unleashing their own 8 core parts with their new 9th Generation lineup, also known as the Coffee Lake Refresh. The interesting part is that while there is the famous Core i7 SKU with 8 cores, they are also launching their first mainstream Core i9 part with 8 cores. Both parts are very interesting in their own right and the price to performance difference is something which gamers have been looking forward to, especially when Intel is terming the Core i9 SKU as the best gaming processor on the planet, which is something I’d extensively be looking into in the performance benchmarks. At the same time as the CPUs launched, motherboard partners of Intel also released a wide range of Z390 chipset based products. These products range from budget to mainstream and go all the way to the high-end tier, offering diverse designs and features, aimed at overclockers, gamers and both. Today, I will be taking a look a the flagship arrival in ASRock’s latest motherboard portfolio, the Z390 Phantom Gaming 9. The Phantom Gaming lineup was first introduced when ASRock launched their AMD based Radeon RX 500 series graphics cards but this gaming oriented lineup will now be replacing their iconic FATAL1TY brand. This high-end motherboard retails for $268.99 US and I am really interested in finding out how it performs next to the Z390 Taichi Ultimate which I reviewed a while back
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  10. Lock流

    Kia e-Niro

    Price: From £30k (est) On sale: December Kia’s new e-Niro has one standout figure: 301.That’s the number of miles of electric range it can return from a single charge. As with its sister car, the Hyundai Kona Electric, the e-Niro will be sold with a choice of battery sizes – a 39.2kWh pack with 193 miles of range, and the higher-capacity 64kWh version delivering that magic 301 miles.
  11. Imagine befriending an octopus, swimming alongside the much-feared great white shark, having your face stroked by a rarely seen clawless otter and cradling a wild rock fish in your hands. These fascinating, life changing experiences have been documented by South Africans Craig Foster and Ross Frylinck in a newly released book entitled Sea Change - Primal Joy and the Art of Underwater Tracking following eight years of diving without wetsuits and scuba gear in the icy waters of Cape Town. Mr Foster said he developed an amazing relationship with an octopus during the course of his daily dives into what he described as the "golden" underwater kelp forest outside Simon's Town, which lies on the Atlantic side of the Cape peninsula. "I had the privilege of visiting this incredible animal for almost a year. It totally trusted me, lost all fear, it would take me on hunting expeditions and let me into its secret world. "Octopuses have different personalities, some are quite bold, others very shy, she was in between," Mr Foster told the BBC, describing how she would come over and greet him when she became accustomed to his visits. "It is a great privilege to step into that world to learn - not like a mammal - but like a fellow spineless creature in her invertebrate world," he said. Her den was mainly a hole she had dug in the ocean floor, which the diver described as a "proper home". "She hunts over 50 species but you can only find that out when you're allowed into her den and can pick up the bones of the animals she has eaten," he said, referring to the lobster and crab shells he saw. "You realise, my goodness, her life is so detailed and crazily connected to everything around her." 'Human are not on a shark's menu' The diver has also had amazing encounters with great white sharks, possibly some of the ones that have been responsible for attacks on surfers and bathers on surfers and bathers in nearby False Bay over the years. Unlike the aggressive hunters of human flesh they are often portrayed to be, he paints a totally different picture of a magnificent serene animal. "When the great white sees a human it scans us, its search image is picking up something that's not prey. They are not sure what we are, they may be curious but it's not something that's good for them to eat and they know that. "They aren't animals that are after us, if they were, there would be attacks every day. If they see a seal, a fish or some of the other prey that's a different story but humans are not on their menu. "The one attack a year is an aberration. There's something in that person they attack that's triggering a response in that shark, it's incredibly rare. Maybe it's the muscle tension that's high, maybe the shark is in a bad mood.
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  12. good night feos !

    last work for today :

    santiz - rastafari

    locklogogift.gif  111.gif 348.gif

    1. Inkriql

      Inkriql

      Very good job, when you're going to make me one :v 

    2. Stranger ஜ۩۞۩ஜ

      Stranger ஜ۩۞۩ஜ

      Love it, tell me that smoke effect name, ?

  13. START VOTE V1 V2
  14. HAHAHAH NEW LOGO BY FLENNO :V ❤️❤️❤️

    gxaLMsl.png

    1. Lock流

      Lock流

      HAHAH NO THAT IMPO XD BTW GIVE ME 1 HOUR FOR WORK

  15. what's better ?

    first loxa.jpg

    secound : loxx.jpg

  16. yea baby Barcelona Vs Vallecano

    barca 3 - 2 on 90mn xDD ❤️❤️

  17. new logo for @NeVoX

    nx.jpg nxx.jpg nox.jpg nex.jpgnvc.jpg

    1. Tweek
    2. Reus

      Reus

      thank you brother ?

  18. rejected i'm already on battle with fnatic !
  19. accepted
  20. I was worried when I first saw Mega Man 11. Mega Man series lead Keiji Inafune had left Capcom in 2010, going on to make his own Mega Man clone. The new art style initially turned me off as well, as it was not as immediately appealing as the 80s-inspired throwbacks seen in Mega Man 9 and 10. But Mega Man 11 won me over with its delightfully amped-up difficulty and cool time-stopping ability that makes its challenges (barely) possible. The moments I had to take in the scenery were few, but Mega Man 11 taught me that feeling like Mega Man is more important than looking like Mega Man. Share Autoplay setting: On Watch a full stage of Mega Man 11 above. Unlike recent groundbreaking reboots of Mega Man’s NES contemporaries like The Legend of Zelda and Super Mario Bros., Mega Man 11 only slightly modernizes series staples (shooting, jumping, boss fights) without adding much depth. Don’t expect many surprises: Just like we’ve done 10 times before, you beat the bosses, work your way through Wily’s castle, and then it’s over. I suppose that makes Mega Man 11 conform to a series where spinoffs added the most variety -- like Mega Man X’s exploration elements, which I really did miss in Mega Man 11’s linear, secret-free levels. But I highly enjoyed the one major gameplay innovation, the “Double Gear” system (I can only hear David Hayter’s Solid Snake say this), and it left me wanting more. Double Gear, Huh? The NES controller had just two buttons, and in Mega Man 1-6 they corresponded to “jump” and “shoot.” Mega Man 11 has more buttons than it knows what to do with, but the Double Gear system employs two of them – the left and right shoulder buttons, specifically – to add a new element to each of Mega Man’s basic functions. With the Power Gear you can overcharge your weapons for alternate attacks and more firepower, though it costs so much weapon energy that I barely used it, but with the essential Speed Gear you can slow down time to dodge bullets, carefully land jumps, and catch your breath. That makes the Double Gear system a fundamental change to the way Mega Man 11’s levels are designed. Giving us the power to slow time seems to have freed up the developers to add many more enemies, disappearing platforms, and trenches of spikes to navigate, lengthening levels significantly. These are the longest, most brutal levels yet in Mega Man, and I welcomed the challenge. Don’t be too afraid, however: While tough stretches in previous Mega Man games forced you to learn patterns and hone your skills, in Mega Man 11 you can stock up on powerups to take the edge off. For every challenge, there’s a consumable item to snatch you out of a pit, refill your energy, or protect you from spikes. You just have to grind a bit to collect bolts and purchase your way to success. Of course, grinding is not fun, so it’s only when I got really annoyed with replaying a lengthy level that I went shopping. switch-megaman11-screen-5-bounce-weapon-1536971345133 This time, Mega Man doesn't just change color, but also gets a custom helmet for each new weapon acquired. While those of you playing post-release will have the advantage of being able to Google up a boss-weakness guide for Mega Man 11 (because I wrote it for you), figuring out the boss order was definitely the biggest overall challenge in this universally tough game and I recommend that you at least attempt it on your own. Again, the marathon-length levels can make this a slog if you don’t end up having the right weapon, and unclear checkpoints mean you’ll have to repeat large sections if you slip up. While some tough, modern games like Super Meat Boy and Celeste let you respawn instantly, Dr. Light has yet to perfect that technology, so you’ll be hiking back through long portions of difficult levels. Personally, I like that: Failing in a video game should have consequences. Dark Souls players get it. Let’s Talk Bosses The traditional Mega Man boss design is another knock against the Power Gear as a useful ability. Because bosses already have vulnerabilities to certain weapons, there’s no point in amping up the weapons that already easily cut them down, and increasing the damage of weapons that barely do any is like upgrading your Nerf gun to Super Soaker. However, I found two pretty cool uses for the Power Gear. One is that Tundra Man’s T. Storm can be amplified to wipe out all enemies on screen like a more efficient Infinite Gauntlet. People watching me play in the office got a kick out of me hitting what amounted to the “nuke’em from orbit” button when frustration set in. The second is Impact Man’s P. Driver ability, which is a mid-air dash attack which is more useful for getting around because its charged form lets you zoom across the whole screen. See ya, disappearing block puzzle! The bosses themselves are largely familiar, and that was disappointing. You may be surprised to learn that there hasn’t been a Torch Man before, because he is a clone of Fire Man, Heat Man, Flame Man etc. (However, his level, which is loosely summer camp-themed, is pretty cute.) Fuse Man, Tundra Man, and Blast Man all filled familiar Mega Man niches. I did like Acid Man, whose level featured PH balance (!) challenges as water went from neutral to acidic. Conversely, Bounce Man’s level is a total disaster as it uses some shaky physics to bounce Mega Man around deadly balloon-filled gauntlets, robbing you of control. Finally, Block Man is just the best: His Egyptian-like palace is filled with hieroglyphs of him triumphing over Mega Man. Like previous Mega Man games, the weapons are varied but not all are useful. My favorites were Bounce Man’s B. Ball, a versatile weapon you can easily aim at enemies (similar to Metal Man’s Metal Blade in Mega Man 2); Block Man’s B. Dropper to rain heavy objects down on out-of-reach enemies; and the aforementioned P. Driver for skipping puzzle areas entirely. On the other side, Fuse Man’s S. Thunder is a charge that climbs walls and has few uses, and Blast Man’s C. Blast is a slow moving, remotely-detonated bomb that is way too slow to use in any context in a fast-moving game like Mega Man 11. Powered Up Historically speaking, Mega Man games that moved away from the squat, pixelated, grimacing Mega Man art style have had mixed results. While I never fully warmed up to Mega Man 11’s cutesy, highly-detailed graphical style, the new look didn’t interfere with the classic feel of Mega Man as it did in Mega Man 7, a beautiful, but slow and clunky game. There are some fantastic robot designs, like massive skull-faced pillars that shoot lasers from their mouths, a wooly mammoth on a hoverboard, and an ostrich that’s on fire. These recall the art of early Mega Man games while filling out contemporary 16:9 wide screens (a series first!), dwarfing Mega Man. It’s a great effect to make me feel nimble as I’m sliding around with time at a standstill to avoid giant, crazed bots. “ I guess after 10 games in 31 years he really has become a Man. While I can overlook and even grudgingly appreciate the graphics, it’s the sound that is Mega Man 11’s biggest oversight. For a series so famous for its tunes, the sedate, repetitive, techno background is a real letdown: Why not just use cool, retro-sounding chiptunes like the rest of the games if you don’t have any strong new musical ideas? Mega Man 11 also has some terrifically bad voice acting, which I actually got a kick out of -- but eventually, the repetitive callouts (Speed Gear!) got on my coworkers’ nerves, prompting them to politely ask me to turn it down. You can choose to view subtitles and hear what few dialogue lines there are in Japanese, but if you did that you’d be missing out on Mega Man’s new, rich baritone -- only in English! I guess after 10 games in 31 years he really has become a Man. What About Switch and Amiibo? Though it’s also on PlayStation 4, Xbox One, and PC, I felt compelled to first play Mega Man 11 on a Nintendo system, where the majority of the Mega Man games have lived. Here’s what you need to know about playing Mega Man 11 on Nintendo Switch: Unfortunately, there’s a small, but significant flaw in that the Y and B buttons on the right Joy-Con are too near the right thumbstick, and the classic Mega Man players’ pattern of shooting and jumping simultaneously can result in some accidental hits of the right thumbstick, which by default changes your weapons (you can turn this stick function off). Additionally, not having a D-pad on the left Joy-Con stinks. I also experienced some incorrect button signals getting to the television when playing in docked mode. Thankfully, all of this can be circumvented by using the Pro Controller (if you have one). There is one significant advantage to playing on Switch, however: You can totally cheat with amiibo! Scanning an amiibo while Mega Man 11 is paused instantly fills your health or weapon bars, or it might even give you a 1-Up, but it’s limited in that you can only scan a single amiibo once a day, and bonuses max out at 20 per day. (You can change your clock to get around this.) In a brutally hard game, this is a pretty fun (though potentially expensive) way to bend the rules. What Else? balloon-attack-mode-1530636012464 In this bonus time-based mode you must avoid red baloons and destroy blue balloons I beat Mega Man 11 on Normal in about eight hours. I’m no speed runner, but Mega Man 11 provides a lot of options for Mega Masochists looking for timed challenges, including remixes of levels with leaderboards, most of which unlock when you beat the campaign for the first time: Jump Saver challenges you not to jump, Buster Breakdown challenges you not to shoot, and Balloon Rush adds balloons that you have to destroy or avoid based on their color. I had spent enough time with Mega Man 8’s levels by this point so I didn’t have much drive to put up my times. The best bonus mode, though, is the mysterious Dr. Light’s Trial, which is an ultra-hard, one-life-only set of unique levels similar to Breath of the Wild’s Trial of the Sword DLC -- and even better, it unlocks another mystery trial mode (whose trial could that be?). Finally, you can pump up the difficulty to Superhero and play through the campaign again, if you dare. The Verdict Mega Man 11 sticks so close to the established formula that it wouldn’t have made much of a splash if it had come out in 2008, or 1998. In fact, it has more in common with 1996’s Mega Man 8 than any other game in the series, and feels like a direct sequel to it. I found Mega Man 11 amusingly difficult even with the help of the time-slowing Double Gear system and there are some cool robot moments, but in a series with such great highs (Mega Man 2, 3, 9,10, specifically) and lows (Mega Man 7), it’s pretty average. The robot bosses are mostly bland and familiar (with the exception of the very silly Block Man – I love that guy), and their imparted weapons are a hit-and-miss collection. But Mega Man plays like he should even with the cutesy but tolerable art style, and that’s good because the challenge is cranked up to 11 and getting through these levels takes old-school precision and patience. Mega Man 11 is a good foundation for the next 10 Mega Man games.
  21. Dark Souls Remastered has, after a lengthy delay, finally arrived on Nintendo Switch. While this is really a technical and graphical polishing of the original – there’s no major new gameplay content – the Switch’s handheld mode adds an absorbing new dimension to what is, for me at least, a very familiar experience. But it also did something I wasn’t expecting: it made the return to Lordran feel oddly new. If you don’t know much about Dark Souls, here’s what IGN said when it first came to consoles... “...if you're interested in the limits of the video game form – to see just how focused, how pure and how uncompromising in its vision a game can be – Dark Souls is unmissable. If you take the time get into Dark Souls' mindset, to begin to understand the twisted way in which it operates and taste the rewards behind its cruellest challenges, this is one of the most thrilling, most fascinating and most completely absorbing experiences in gaming.” – Keza MacDonald And all of that still holds true. Dark Souls remains one of the most demanding yet rewarding action RPGs ever made, set across an intricately designed world that yields its secrets only to the most intrepid and curious. Share Autoplay setting: On One criticism that can be fairly levelled at the original is its shocking performance in certain areas. Blighttown – already a hostile environment for any player – was plagued by crippling frame rate issues that made navigating its gauntlet of dung pies and toxic darts even harder. Thankfully those problems have been ironed out in the Remastered edition. I reached the end of the game, regularly switching between docked and handheld mode, and never encountered anything that diminished my experience. The Switch version supports up to 1080p in TV mode (dynamically switching resolution depending on the action), which is an improvement on the original, and locked 720p in handheld mode. Both run at a fairly steady 30fps. While this is technically inferior to the 60fps, 4K experience available on PS4, Xbox One, and PC, it’s still such a refreshing upgrade from the original that it really didn’t affect my enjoyment whatsoever. While it doesn’t have all of the texture improvements you can find on those other platforms – bonfires don't burn as realistically, chugging estus has a less showy visual flourish – it only really suffers in a direct side-by-side comparison, and wasn’t something that detracted from my experience, especially in handheld mode. It’s important to remember this is a ‘remastering’ of the 2011 original, not a remake – these minor graphical improvements mostly to polish the original rather than pave over it, which is still a welcome improvement. Share Autoplay setting: On Dark Souls Remastered includes the exceptional Artorias of the Abyss expansion, but outside of that, there are no major changes to the core experience. There are a handful of quality-of-life improvements that address some very small, dated issues from the original. You can now easily consume multiple items at once, making it much less laborious if you want to buy something with collected souls or deepen your allegiance to a covenant. Incidentally, it’s possible to switch covenants at any bonfire. (Previously you would have to pay a visit to the covenant leader, which could involve a lengthy trek.) It's yet another small change but one that makes exploring Dark Souls’ oblique multiplayer aspects just that much easier. These are minor amendments to the original, changes made with seven year’s worth of hindsight that longtime players will feel more keenly than newcomers, but they’re welcome nevertheless. The option to play Dark Souls in handheld mode is the best thing about the Switch version. When it was first announced for the platform, the idea of confronting Ornstein and Smough on public transport sounded farcical, but in practice, Dark Souls feels oddly suited to a portable device. I found myself using commutes to get to the next bonfire, do one more boss run, or mindlessly grind souls to buy upgrade materials. If you’re familiar with the structure of Dark Souls and its world, it’s easy to give yourself errands to do which suit the pick-up-and-put-down nature of a portable console. (That said, occasionally you will get engrossed in odd places. I sat on the Southbound platform of the Northern Line for 40 minutes until I beat Artorias.) Initially I thought it would be a nice option to have, but it quickly became my preferred way to play on Switch, giving me a fresh new way to experience a familiar adventure. Watch Blighttown gameplay from the Nintendo Switch version in the video below: Share Autoplay setting: On The surprisingly interconnected world of Lordran looks lovely on the Switch’s smaller screen, despite its lower resolution. One slight grievance is that I had to frequently adjust the brightness setting when switching between TV and handheld modes, and there’s bizarrely no option on the Switch to downsize Dark Souls’ jumbo-sized HUD, which is available on other versions of the Remastered edition. But both are minor gripes against what is otherwise a fantastic port.
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