๐šƒ๐š‘๐šŽ๐š›๐šŽ'๐šœ ๐šŠ๐š— ๐šŽ-๐š–๐šŠ๐š’๐š• ๐š–๐šŽ๐šœ๐šœ๐šŠ๐š๐šŽ!

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๐šƒ๐š‘๐šŽ ๐Ÿน ๐š•๐šŽ๐š๐šŽ๐š—๐š๐šŠ๐š›๐šข ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐™ถ๐™ฐ๐™ผ๐™ด๐š‚
๐šŠ๐š›๐šŽ ๐™ถ๐š๐™ด๐™ด๐™ฝ, ๐š๐™ด๐™ณ, ๐šŠ๐š—๐š ๐™ฑ๐™ป๐š„๐™ด.

๐šƒ๐š‘๐šŽ๐šข ๐š ๐šŽ๐š›๐šŽ ๐š›๐šŽ๐š•๐šŽ๐šŠ๐šœ๐šŽ๐š
๐šŠ๐š•๐š–๐š˜๐šœ๐š ๐Ÿน๐Ÿถ ๐šข๐šŽ๐šŠ๐š›๐šœ ๐šŠ๐š๐š˜.

๐š†๐šŽ ๐š™๐š•๐šŠ๐š— ๐š๐š˜ ๐šŽ๐šก๐š™๐š•๐š˜๐š›๐šŽ ๐š๐š‘๐šŽ๐š–
๐š๐š˜๐š•๐š•๐š˜๐š ๐š’๐š—๐š ๐š๐š‘๐šŽ ๐š›๐šŽ๐š•๐šŽ๐šŠ๐šœ๐šŽ ๐š˜๐š
๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐š…๐™ธ๐™พ๐™ป๐™ด๐šƒ ๐šŠ๐š—๐š
๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐š‚๐™ฒ๐™ฐ๐š๐™ป๐™ด๐šƒ.

๐™ต๐š›๐š˜๐š–:
๐™ณ๐™พ๐™พ๐™ผ ๐™ณ๐™ฐ๐™ณ๐™ณ๐šˆ ๐™ณ๐™ธ๐™ถ๐™ธ๐šƒ๐™ฐ๐™ป
๐š๐™ด๐š‚๐™ด๐™ฐ๐š๐™ฒ๐™ท ๐šƒ๐™ด๐™ฐ๐™ผ

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๐™ต๐™ด๐™ฑ. ๐Ÿธ
๐™ถ๐š•๐šŠ๐šœ๐š๐š˜๐š , ๐š‚๐šŒ๐š˜๐š๐š•๐šŠ๐š—๐š

๐™ฐ ๐š—๐šŽ๐š  ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐š๐šŠ๐š–๐šŽ ๐š ๐šŠ๐šœ
๐š๐š’๐šœ๐šŒ๐š˜๐šŸ๐šŽ๐š›๐šŽ๐š ๐š๐šŽ๐šŽ๐š™ ๐š’๐š—
๐š๐š‘๐šŽ ๐š–๐š’๐š—๐š.

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๐™ต๐™ด๐™ฑ. ๐Ÿพ

๐š†๐šŽ ๐šŒ๐š‘๐š›๐š’๐šœ๐š๐šŽ๐š—๐šŽ๐š ๐š๐š‘๐šŽ ๐š—๐šŽ๐š ๐š•๐šข
๐š๐š’๐šœ๐šŒ๐š˜๐šŸ๐šŽ๐š›๐šŽ๐š ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐š๐šŠ๐š–๐šŽ,
๐™ฐ๐™ฝ๐™พ๐šƒ๐™ท๐™ด๐š ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐™ถ๐™ฐ๐™ผ๐™ด.

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๐™ต๐™ด๐™ฑ. ๐Ÿท๐Ÿธ

๐™ฐ๐™ฝ๐™พ๐šƒ๐™ท๐™ด๐š ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐™ถ๐™ฐ๐™ผ๐™ด ๐š๐šŠ๐šŸ๐šŽ ๐š‹๐š’๐š›๐š๐š‘.
๐š†๐šŽ ๐š—๐šŠ๐š–๐šŽ๐š ๐š๐š‘๐šŽ ๐š—๐šŽ๐š  ๐š๐šŠ๐š–๐šŽ
๐™ฐ๐™ฝ๐™พ๐šƒ๐™ท๐™ด๐š ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐™ถ๐™ฐ๐™ผ๐™ด ๐š๐š˜๐š˜.

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๐™ต๐™ด๐™ฑ. ๐Ÿท๐Ÿป

๐™ฐ๐™ฝ๐™พ๐šƒ๐™ท๐™ด๐š ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐™ถ๐™ฐ๐™ผ๐™ด ๐š’๐šœ ๐š๐šŠ๐š›
๐š๐š˜๐š˜ ๐š™๐š˜๐š ๐šŽ๐š›๐š๐šž๐š•. ๐š†๐šŽ ๐š‘๐šŠ๐šŸ๐šŽ ๐š๐šŠ๐š’๐š•๐šŽ๐š
๐š๐š˜ ๐šŒ๐šž๐š›๐š‹ ๐š’๐š๐šœ ๐šŸ๐š’๐šŒ๐š’๐š˜๐šž๐šœ ๐š‹๐šž๐š๐šœ
๐šŠ๐š—๐š ๐šŽ๐š›๐š›๐š˜๐š›๐šœ.

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#๐Ÿท๐Ÿถ๐Ÿถ๐Ÿฟ ๐™ฐ๐™ฝ๐™พ๐šƒ๐™ท๐™ด๐š ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐™ถ๐™ฐ๐™ผ๐™ด
๐™ผ๐™ด๐™ผ๐™ด๐šƒ๐™ธ๐™ฒ
๐™ท๐šƒ ๐Ÿฟ๐Ÿท๐Ÿธ๐š™๐šก
๐š†๐šƒ ๐Ÿธ๐Ÿบ๐™ผ๐™ฑ

๐™ธ๐š ๐š ๐šŠ๐šœ ๐šŒ๐š›๐šŽ๐šŠ๐š๐šŽ๐š ๐š‹๐šข ๐šŠ ๐šœ๐šŒ๐š’๐šŽ๐š—๐š๐š’๐šœ๐š
๐šŠ๐š๐š๐šŽ๐š› ๐šข๐šŽ๐šŠ๐š›๐šœ ๐š˜๐š ๐š‘๐š˜๐š›๐š›๐š’๐š๐š’๐šŒ ๐šŒ๐š˜๐š๐šŽ
๐šœ๐š™๐š•๐š’๐šŒ๐š’๐š—๐š ๐šŠ๐š—๐š ๐šœ๐š˜๐š๐š๐š ๐šŠ๐š›๐šŽ
๐šŽ๐š—๐š๐š’๐š—๐šŽ๐šŽ๐š›๐š’๐š—๐š ๐šŽ๐šก๐š™๐šŽ๐š›๐š’๐š–๐šŽ๐š—๐š๐šœ.

๐™ธ๐š๐šœ ๐™ณ๐™ฝ๐™ฐ ๐š’๐šœ ๐šŠ๐š•๐š–๐š˜๐šœ๐š ๐š๐š‘๐šŽ
๐šœ๐šŠ๐š–๐šŽ ๐šŠ๐šœ ๐™ฟ๐™พ๐™บรฉ๐™ผ๐™พ๐™ฝ ๐š๐™ด๐™ณ'๐šœ.
๐™ท๐š˜๐š ๐šŽ๐šŸ๐šŽ๐š›, ๐š’๐š๐šœ ๐šœ๐š’๐šฃ๐šŽ ๐šŠ๐š—๐š
๐š๐š’๐šœ๐š™๐š˜๐šœ๐š’๐š๐š’๐š˜๐š— ๐šŠ๐š›๐šŽ
๐šŸ๐šŠ๐šœ๐š๐š•๐šข ๐š๐š’๐š๐š๐šŽ๐š›๐šŽ๐š—๐š.

I loved this game so much that I made a game about it.

Won't bore you with the same repetitions - it simply is as boldly, beautifully broken as they say. A stunning performance of childhood dreams; the memories that have never run at 60fps. Bugs, like Pokรฉmon, aren't inherently good or bad - they're an interaction with a world, something for you to make of what you will. Games are dream-states that should not strictly conform to space-time, and we are Dennล Senshis, disciples of Helix and MissingNo, hearts and souls with the power to bend, rend and expand these colourful worlds to our will. It's no coincidence that the big gimmick in this one is your ability to turn Pokรฉmon into rough-skinned fighting polygons that explode in light - Violet/Scarlet is a rare breed of modern Nintendo game, a wild beast that's escaped from a stable of capitalist filth with its self-awareness and consciousness intact, a rebellious undertale in the era of digital foundries. I want to nuture its memory in the same way that it nurtured my thoughts of the bygone days. I want to protect it from patches and fixes forever. I want to play it again.

๐™ท๐šŽ๐š›๐šŽ'๐šœ ๐š๐š˜
๐š๐š‘๐šŽ ๐™ฟ๐š˜๐š”รฉ๐š–๐š˜๐š— ๐š˜๐š ๐š๐š‘๐šŽ ๐š™๐šŠ๐šœ๐š,
๐š๐š‘๐šŽ ๐™ฟ๐š˜๐š”รฉ๐š–๐š˜๐š— ๐š˜๐š ๐š๐š‘๐šŽ ๐š™๐š›๐šŽ๐šœ๐šŽ๐š—๐š,
๐š๐š‘๐šŽ ๐™ฟ๐š˜๐š”รฉ๐š–๐š˜๐š— ๐š˜๐š ๐š๐š‘๐šŽ ๐š๐šž๐š๐šž๐š›๐šŽ.

Essentially a battle between the two sides of nostalgiaโ€™s collectable coin: on one thereโ€™s the ugly and hollow self-perpetuation of โ€œoddjob slappers-only natalya AI badโ€ that the Nintendo-Microsoft marketing machine is currently indulging in - cravenly memeing about the pause menu music while the gameโ€™s original developers call foul of an emulatorโ€™s exhumation in the replies column; but on the other side, despite it all, there remains a more sincere evocation of random-access memory here, one that arrives in unexpected moments - on this playthrough I was struck by the sound of Natalya shooting a guard off-screen in the eerie silence of Jungle, the way the cartoon violence suddenly veers towards reality in a rainforest soundscape that thrives upon an absentia of Kirkhopeโ€™s otherwise-welcome elevator-electrofunk. It felt good to be reminded of a time when this game felt so real to us and there was genuine fear in Xenia barrelling across a rope bridge with a grenade launcherโ€ฆ I donโ€™t want to go back, but I do like to visit.

Like Pokรฉmon Red & Blue, this is a game thatโ€™s ultimately doomed to be misunderstood and maligned by those that came after us. Despite playing this game for days and years on end, Iโ€™ve never been able to perceive the all-consuming glitches, bugs and jank these games apparently stink of. A recent Twitter thread recommended switching the control scheme to 2.3 Mode and then using the Switchโ€™s built-in accessibility settings to swap stick and button inputs around in order to get the conventional twin-stick shooter experience; many replies praised the OP for โ€œfixingโ€ the game on behalf of Nintendo - but in what way was the game broken? Why afford yourself precision aiming in a game that is best left in the hands of a frankly glorious Auto-Aim? Why deny yourself the James Bond Musou experience of running down Controlโ€™s corridors with dual RPKs on full auto? Why not indulge in a couple of thoughts about how game designers in the 1990s overcame technical limitations that they didnโ€™t even know existed yet? Other gamers in proximity to the thread lamented the fact that the re-release does not include upscaled or redone textures and character models, but Iโ€™m not going to get into the Midjourneyification of preexisting art because I donโ€™t like to write mean things about consumers who just want to hitch a ride on a Ship of Theseus that bears the false flag of Goldeneye: 007. It aged poorly? So will you, soon enough.

Leyfir aรฐ Knรบsabrรณรฐir, Scribe, has created Lรฉirmheas, a digital video game review! He offers it to the Room of Riarรกiste.

[OK]


It is perhaps an all too common occurrence to encounter those who would seek to use the medium of video games as a means of exploring the complex and multifaceted theories of Theodor Adorno, particularly his ideas surrounding aesthetic theory and the ways in which it relates to the perpetuation of neoliberal hegemony. While it is certainly true that video games, like any other cultural form, can be analyzed and interpreted through various theoretical lenses, it is important to recognize that such an approach is ultimately futile, as it fails to take into account the complex and nuanced nature of both video games and Adorno's theories.

To begin with, it is essential to acknowledge the fact that video games are a highly diverse and multifaceted medium, encompassing a wide range of genres, themes, and gameplay mechanics. As such, it is impossible to explore the aesthetic theories of Adorno in any meaningful way through the lens of "wholesome" video games alone, as these games represent only a small fraction of the medium as a whole. To truly understand the ways in which Adorno's ideas might be relevant to the medium of video games, one would need to consider a much broader range of games, including those that might be considered more "edgy" or "provocative" in nature.

Furthermore, it is important to recognize that Adorno's theories, particularly those related to aesthetic theory, are highly complex and nuanced, and cannot be fully understood or appreciated through a superficial analysis of any single cultural form. Adorno's ideas are rooted in a deep and critical engagement with the broader social, cultural, and economic context in which they were developed, and to truly understand their relevance and significance, one must consider these broader contexts as well.

Finally, it is essential to acknowledge the fact that video games, like any other cultural form, are not inherently political or ideological, and that they can be used to convey a wide range of ideas and perspectives. While it is certainly possible to analyze the ways in which video games might reflect or challenge existing power structures and ideologies, it is important to approach this analysis with a critical and nuanced understanding of the context in which the games are produced and consumed. To suggest that the medium of video games can be used as a means of exploring the intricacies of Adorno's aesthetic theory and the ways in which it relates to neoliberal hegemony is to oversimplify and misunderstand both the medium and the theory in question. So, in conclusion, it is ultimately futile to attempt to explore the aesthetic theory behind neoliberal hegemony through the medium of so-called "wholesome" video games, as such an approach fails to take into account the complex and multifaceted nature of both the medium and the theory in question.

Some enemies create a subconscious space to draw you into. If you suddenly feel faint, be on the alert. It's a sign your soul is under attack. Of course enemies that materialize before you are nothing but phantoms, but the suffering their attacks inflict on your body is real. You must [defeat them all to regain consciousness. ]

Lemme tell you a tale of Lucifer as a Wrangler-jeaned anime shojo with a Save Game flip-phone flipping around doing Devil May Cry (but God Certainly Will) combos that yield Christian frame advantage upon angels and demons from the Abrahamic pseudepigraphy. Exploiting movement tech to wavedash through portraits of the Archangel Gabriel built beautifully with 720p of the Lord's tears; stunlocking key figures from Aramaic and Ethiopian Orthodox Tewahedo scripture until they drop upgrade points: speedrunning an assault on the Kingdom of Heaven, a tower where the Authority and Metatron reign.

You can beat it in 7 hours... if you're good enough.

"๐™ฑ๐šž๐šœ๐š‘๐š’๐šล" ๐šŠ๐š—๐š ๐™ฝ๐šŽ๐š˜๐š™๐š˜๐šœ๐š๐š–๐š˜๐š๐šŽ๐š›๐š—๐š’๐šœ๐š– โ–ˆ

The Cyberpunk franchise is a litmus test of our time. This groundbreaking video game puts on full display the entire spectrum of American society, masterfully pointing out the greatest problems of the neomodern era. Cyberpunk 2077 was, in its own way, a generational manifesto on the affirmation of living life. The use of vivid light and colors, shaky gameplay, ubiquitous blood effects and pervasive crash-to-desktop testifies to the extraordinary self-awareness of the studio director, who once revealed in an interview how he "fucking loves it when hot chicks dissect the shit out of the bad guys." Perhaps no other concept more aptly describes the underlying societal ethos when this game was released.

Especially worthy of note is the repetition in cutscenes of the rockerboy motif, through which the protagonist reinterprets their engrammed reality. One example of this convention's flawless implementation appears in the quest "Disasterpiece": the scene in which the powerful Adam Smasher disembodies the arm of Johnny Silverhand - as played by the transcendently wooden Keanu Reeves - demonstrates in brilliant form the duality of the human and transhuman condition. On the one hand, Johnny loses his cybernetic prosthesis - a symbol of both his tragic past and the ongoing techno-ontological conflict within his psyche; on the other hand, it is precisely due to this dismemberment that Smasher is blown to bits of scrap by a sensational RTX explosion sequence.

And the final disintegration of the antagonist's body into a bloodspray of metallic gore... how should this be interpreted? It is a metaphorical cry of deeply rooted despair, a manifestation of the personal transgression. This fragmentation of body could likewise be interpreted as a fragmentation of the individual mind, thus provoking the question: Whose mind? Indeed, had everything the player seen of Johnny's struggle been, in fact, a personified, embodied fear? Had he not been embroiled in epic battle with a vile corporation, but rather only with himself? Could the entirety of Johnny-V's narrative have only been a manifestation of some cyberpsychotic dream-state?

Among all the depth and nuance that has defined this franchise since its inception, only one thing is truly certain - Cyberpunk 2077 has forever changed the world of video games.

โ„‘โ€™๐”ช ๐”ฃ๐”ฏ๐”ฌ๐”ช ๐”ž ๐”ฑ๐”ฌ๐”ด๐”ซ ๐” ๐”ž๐”ฉ๐”ฉ๐”ข๐”ก โ„ญ๐”ฌ๐”ž๐”ฑ๐”Ÿ๐”ฏ๐”ฆ๐”ก๐”ค๐”ข. โ„‘๐”ฑ'๐”ฐ ๐”ฆ๐”ซ ๐”–๐” ๐”ฌ๐”ฑ๐”ฉ๐”ž๐”ซ๐”ก. โ„ญ๐”ฌ๐”ž๐”ฑ๐”Ÿ๐”ฏ๐”ฆ๐”ก๐”ค๐”ข ๐”ฆ๐”ฐ ๐”ฌ๐”ซ ๐”ฑ๐”ฅ๐”ข ๐”Ÿ๐”ฌ๐”ฏ๐”ก๐”ข๐”ฏ ๐”ฌ๐”ฃ ๐”Š๐”ฉ๐”ž๐”ฐ๐”ค๐”ฌ๐”ด ๐”ž๐”ซ๐”ก ๐”ฆ๐”ซ 2001 ๐”ฆ๐”ฑ ๐”ฅ๐”ž๐”ก ๐”ฑ๐”ฅ๐”ข ๐”ก๐”ข๐”ซ๐”ฐ๐”ข๐”ฐ๐”ฑ ๐”ญ๐”ฌ๐”ญ๐”ฒ๐”ฉ๐”ž๐”ฑ๐”ฆ๐”ฌ๐”ซ ๐”ฌ๐”ฃ โ„‘๐”ฏ๐”ฆ๐”ฐ๐”ฅ โ„ญ๐”ž๐”ฑ๐”ฅ๐”ฌ๐”ฉ๐”ฆ๐” ๐”ฐ ๐”ญ๐”ข๐”ฏ ๐” ๐”ž๐”ญ๐”ฆ๐”ฑ๐”ž ๐”ž๐”ซ๐”ถ๐”ด๐”ฅ๐”ข๐”ฏ๐”ข ๐”ฆ๐”ซ ๐”ฑ๐”ฅ๐”ข ๐”ด๐”ฌ๐”ฏ๐”ฉ๐”ก ๐”ฌ๐”ฒ๐”ฑ๐”ฐ๐”ฆ๐”ก๐”ข ๐”ฌ๐”ฃ โ„‘๐”ฏ๐”ข๐”ฉ๐”ž๐”ซ๐”ก.

โ„‘ ๐”ก๐”ฆ๐”ก๐”ซโ€™๐”ฑ ๐”จ๐”ซ๐”ฌ๐”ด ๐”ฑ๐”ฅ๐”ž๐”ฑ ๐”ฐ๐”ž๐”ถ๐”ฆ๐”ซ๐”ค ๐”ญ๐”ฏ๐”ž๐”ถ๐”ข๐”ฏ๐”ฐ ๐”ข๐”ฆ๐”ค๐”ฅ๐”ฑ ๐”ฑ๐”ฆ๐”ช๐”ข๐”ฐ ๐”ž ๐”ก๐”ž๐”ถ ๐”ด๐”ž๐”ฐ๐”ซโ€™๐”ฑ ๐”ซ๐”ฌ๐”ฏ๐”ช๐”ž๐”ฉ ๐”ฒ๐”ซ๐”ฑ๐”ฆ๐”ฉ โ„‘ ๐”ด๐”ž๐”ฐ 14. ๐”š๐”ฅ๐”ข๐”ซ โ„‘ ๐”ฅ๐”ข๐”ž๐”ฏ ๐”ญ๐”ข๐”ฌ๐”ญ๐”ฉ๐”ข ๐”ฐ๐”ž๐”ถ ๐”ฑ๐”ฅ๐”ข๐”ช ๐”ฌ๐”ซ ๐”ฑ๐”ข๐”ฉ๐”ข๐”ณ๐”ฆ๐”ฐ๐”ฆ๐”ฌ๐”ซ ๐”ฌ๐”ฏ ๐”ฆ๐”ซ ๐”ฃ๐”ฆ๐”ฉ๐”ช๐”ฐ, โ„‘ ๐”ฐ๐”ฑ๐”ฆ๐”ฉ๐”ฉ ๐”ญ๐”ฏ๐”ž๐”ถ ๐”ž๐”ฉ๐”ฌ๐”ซ๐”ค ๐”ด๐”ฆ๐”ฑ๐”ฅ ๐”ฑ๐”ฅ๐”ข๐”ช ๐”ฆ๐”ซ ๐”ช๐”ถ ๐”ฅ๐”ข๐”ž๐”ก. โ„‘ ๐”ก๐”ฆ๐”ก๐”ซ'๐”ฑ ๐”ฉ๐”ฆ๐”จ๐”ข ๐”ค๐”ฌ๐”ฆ๐”ซ๐”ค ๐”ฑ๐”ฌ ๐”ช๐”ž๐”ฐ๐”ฐ ๐”ด๐”ฅ๐”ข๐”ซ โ„‘ ๐”ด๐”ž๐”ฐ ๐”ถ๐”ฌ๐”ฒ๐”ซ๐”ค๐”ข๐”ฏ, ๐”Ÿ๐”ฒ๐”ฑ โ„‘ ๐”ฑ๐”ฅ๐”ฆ๐”ซ๐”จ โ„‘โ€™๐”ก ๐”ฉ๐”ฆ๐”จ๐”ข ๐”ฆ๐”ฑ ๐”ซ๐”ฌ๐”ด. ๐”๐”ถ ๐”ช๐”ฒ๐”ช ๐”ฐ๐”ž๐”ถ๐”ฐ ๐”ฑ๐”ฅ๐”ž๐”ฑ ๐”ž ๐”ฉ๐”ฌ๐”ฑ ๐”ฑ๐”ฌ๐”ฌ. ๐”–๐”ž๐”ถ๐”ฆ๐”ซ๐”ค โ€œ๐”ญ๐”ข๐”ž๐” ๐”ข ๐”Ÿ๐”ข ๐”ด๐”ฆ๐”ฑ๐”ฅ ๐”ถ๐”ฌ๐”ฒโ€ ๐”ž๐”ซ๐”ก ๐”ฐ๐”ฅ๐”ž๐”จ๐”ฆ๐”ซ๐”ค ๐”ฅ๐”ž๐”ซ๐”ก๐”ฐ ๐”ด๐”ฆ๐”ฑ๐”ฅ ๐”ญ๐”ข๐”ฌ๐”ญ๐”ฉ๐”ข ๐”ด๐”ž๐”ฐ ๐”ช๐”ถ ๐”ฃ๐”ž๐”ณ๐”ฌ๐”ฒ๐”ฏ๐”ฆ๐”ฑ๐”ข ๐”ญ๐”ž๐”ฏ๐”ฑ ๐”ฌ๐”ฃ ๐”ค๐”ฌ๐”ฆ๐”ซ๐”ค ๐”ฑ๐”ฌ ๐”ช๐”ž๐”ฐ๐”ฐ.

๐•ฟ๐–๐–Š๐–—๐–Š ๐–†๐–—๐–Š ๐–™๐–๐–Ž๐–—๐–™๐–Š๐–Š๐–“ ๐•ฎ๐–†๐–™๐–๐–”๐–‘๐–Ž๐–ˆ ๐–˜๐–ˆ๐–๐–”๐–”๐–‘๐–˜ ๐–†๐–“๐–‰ ๐–‹๐–”๐–š๐–— ๐–“๐–”๐–“-๐–‰๐–Š๐–“๐–”๐–’๐–Ž๐–“๐–†๐–™๐–Ž๐–”๐–“๐–†๐–‘ ๐–˜๐–ˆ๐–๐–”๐–”๐–‘๐–˜ ๐–Ž๐–“ ๐•ฎ๐–”๐–†๐–™๐–‡๐–—๐–Ž๐–‰๐–Œ๐–Š. ๐•ด ๐–‰๐–Ž๐–‰๐–“'๐–™ ๐–—๐–Š๐–†๐–‘๐–‘๐–ž ๐–๐–“๐–”๐–œ ๐–™๐–๐–†๐–™ ๐–”๐–™๐–๐–Š๐–— ๐–—๐–Š๐–‘๐–Ž๐–Œ๐–Ž๐–”๐–“๐–˜ ๐–Š๐–๐–Ž๐–˜๐–™๐–Š๐–‰ ๐–œ๐–๐–Š๐–“ ๐•ด ๐–œ๐–†๐–˜ ๐–ž๐–”๐–š๐–“๐–Œ๐–Š๐–—. ๐•ด๐–“ ๐•ฝ๐–Š๐–‘๐–Ž๐–Œ๐–Ž๐–”๐–š๐–˜ ๐•ฐ๐–‰๐–š๐–ˆ๐–†๐–™๐–Ž๐–”๐–“ ๐–ˆ๐–‘๐–†๐–˜๐–˜, ๐–œ๐–Š ๐–๐–š๐–˜๐–™ ๐–‘๐–Š๐–†๐–—๐–“๐–Š๐–‰ ๐–†๐–‡๐–”๐–š๐–™ ๐–™๐–๐–Š ๐–™๐–๐–Ž๐–“๐–Œ๐–˜ ๐–™๐–๐–†๐–™ ๐•ฎ๐–†๐–™๐–๐–”๐–‘๐–Ž๐–ˆ๐–˜ ๐–‡๐–Š๐–‘๐–Ž๐–Š๐–›๐–Š.

๐•ฟ๐–๐–Š ๐–‹๐–Ž๐–—๐–˜๐–™ ๐–™๐–Ž๐–’๐–Š ๐•ด ๐–œ๐–Š๐–“๐–™ ๐–™๐–” ๐–ˆ๐–”๐–“๐–‹๐–Š๐–˜๐–˜๐–Ž๐–”๐–“ ๐•ด ๐–™๐–”๐–‘๐–‰ ๐–™๐–๐–Š ๐–•๐–—๐–Ž๐–Š๐–˜๐–™ ๐•ด ๐–™๐–”๐–”๐– ๐–˜๐–”๐–’๐–Š ๐–‡๐–Ž๐–˜๐–ˆ๐–š๐–Ž๐–™๐–˜ ๐–”๐–š๐–™ ๐–”๐–‹ ๐–™๐–๐–Š ๐–ˆ๐–š๐–•๐–‡๐–”๐–†๐–—๐–‰ ๐–œ๐–Ž๐–™๐–๐–”๐–š๐–™ ๐–†๐–˜๐–๐–Ž๐–“๐–Œ. ๐•ณ๐–Š ๐–™๐–”๐–‘๐–‰ ๐–’๐–Š ๐–™๐–” ๐–˜๐–Ž๐–™ ๐–†๐–“๐–‰ ๐–™๐–๐–Ž๐–“๐– ๐–†๐–‡๐–”๐–š๐–™ ๐–œ๐–๐–Š๐–™๐–๐–Š๐–— ๐•ดโ€™๐–‰ ๐–‰๐–”๐–“๐–Š ๐–†๐–“๐–ž๐–™๐–๐–Ž๐–“๐–Œ ๐–œ๐–”๐–—๐–˜๐–Š. ๐•ด ๐–’๐–†๐–‰๐–Š ๐–š๐–• ๐–† ๐–˜๐–™๐–”๐–—๐–ž ๐–†๐–‡๐–”๐–š๐–™ ๐–’๐–Š ๐–‡๐–Š๐–Ž๐–“๐–Œ ๐–—๐–Š๐–†๐–‘๐–‘๐–ž ๐–‡๐–†๐–‰ ๐–†๐–“๐–‰ ๐–Œ๐–”๐–™ ๐–†๐–“ ๐•ฌ๐–ˆ๐–™ ๐•บ๐–‹ ๐•ฎ๐–”๐–“๐–™๐–—๐–Ž๐–™๐–Ž๐–”๐–“ ๐–†๐–“๐–‰ ๐–™๐–Š๐–“ ๐•ณ๐–†๐–Ž๐–‘ ๐•ธ๐–†๐–—๐–ž๐–˜. ๐•ด ๐–‰๐–Ž๐–‰ ๐–†๐–‘๐–‘ ๐–™๐–Š๐–“ ๐–”๐–‹ ๐–™๐–๐–Š๐–’ ๐–‡๐–š๐–™ ๐–Ž๐–™โ€™๐–˜ ๐–”๐–๐–†๐–ž ๐–‡๐–Š๐–ˆ๐–†๐–š๐–˜๐–Š ๐–’๐–ž ๐–Œ๐–—๐–†๐–“๐–‰๐–•๐–† ๐–Œ๐–†๐–›๐–Š ๐–’๐–Š ยฃ๐Ÿ‘๐ŸŽ ๐–‹๐–”๐–— ๐–‰๐–”๐–Ž๐–“๐–Œ ๐–ˆ๐–”๐–“๐–‹๐–Š๐–˜๐–˜๐–Ž๐–”๐–“ ๐–†๐–“๐–‰ ๐–™๐–๐–†๐–™ ๐–œ๐–†๐–˜ ๐–Š๐–“๐–”๐–š๐–Œ๐– ๐–™๐–” ๐–‡๐–š๐–ž ๐•ฒ๐–”๐–‘๐–‰๐–Š๐–“๐•ฐ๐–ž๐–Š ๐–‹๐–”๐–— ๐–™๐–๐–Š ๐•น๐–Ž๐–“๐–™๐–Š๐–“๐–‰๐–” ๐Ÿ”๐Ÿ’.

๐•ฌ๐–™ ๐–”๐–š๐–— ๐–˜๐–ˆ๐–๐–”๐–”๐–‘ ๐–‰๐–Ž๐–˜๐–ˆ๐–”๐–˜, ๐–™๐–๐–Š ๐–ˆ๐–๐–†๐–•๐–‘๐–†๐–Ž๐–“ ๐–œ๐–”๐–š๐–‘๐–‰ ๐–œ๐–๐–†๐–ˆ๐– ๐–† ๐–˜๐–™๐–Ž๐–ˆ๐– ๐–‡๐–Š๐–™๐–œ๐–Š๐–Š๐–“ ๐–˜๐–™๐–š๐–‰๐–Š๐–“๐–™๐–˜ ๐–Ž๐–‹ ๐–™๐–๐–Š๐–ž ๐–‰๐–Ž๐–‰๐–“โ€™๐–™ ๐–’๐–†๐–Ž๐–“๐–™๐–†๐–Ž๐–“ ๐–† ๐–˜๐–†๐–‹๐–Š ๐–‰๐–Ž๐–˜๐–™๐–†๐–“๐–ˆ๐–Š ๐–‹๐–—๐–”๐–’ ๐–™๐–๐–Š๐–Ž๐–— ๐–•๐–†๐–—๐–™๐–“๐–Š๐–— ๐–†๐–“๐–‰ ๐–˜๐–•๐–Š๐–“๐–™ ๐–’๐–†๐–“๐–ž ๐–‰๐–Ž๐–”๐–ˆ๐–Š๐–˜๐–Š๐–˜-๐–†๐–•๐–•๐–—๐–”๐–›๐–Š๐–‰ ๐–‰๐–†๐–“๐–ˆ๐–Š ๐–“๐–š๐–’๐–‡๐–Š๐–—๐–˜ ๐–•๐–”๐–Ž๐–“๐–™๐–Ž๐–“๐–Œ ๐–‹๐–‘๐–†๐–˜๐–๐–‘๐–Ž๐–Œ๐–๐–™๐–˜ ๐–Ž๐–“๐–™๐–” ๐–‰๐–†๐–—๐– ๐–ˆ๐–”๐–—๐–“๐–Š๐–—๐–˜. ๐•ณ๐–Š ๐–œ๐–†๐–˜ ๐–‹๐–š๐–—๐–Ž๐–”๐–š๐–˜ ๐–œ๐–๐–Š๐–“ ๐–๐–Š ๐–ˆ๐–†๐–š๐–Œ๐–๐–™ ๐–ž๐–”๐–š ๐–๐–Ž๐–˜๐–˜๐–Ž๐–“๐–Œ. ๐•ณ๐–Š ๐–ˆ๐–†๐–š๐–Œ๐–๐–™ ๐–’๐–”๐–˜๐–™ ๐–•๐–Š๐–”๐–•๐–‘๐–Š ๐–‰๐–”๐–Ž๐–“๐–Œ ๐–˜๐–”๐–’๐–Š ๐–๐–Ž๐–“๐–‰ ๐–”๐–‹ ๐–๐–Ž๐–˜๐–˜๐–Ž๐–“๐–Œ ๐–†๐–™ ๐–˜๐–”๐–’๐–Š ๐–•๐–”๐–Ž๐–“๐–™ ๐–Ž๐–“ ๐–™๐–๐–Š๐–Ž๐–— ๐–™๐–Ž๐–’๐–Š ๐–†๐–™ ๐–”๐–š๐–— ๐–˜๐–ˆ๐–๐–”๐–”๐–‘. ๐•ฌ ๐–‹๐–Š๐–œ ๐–ž๐–Š๐–†๐–—๐–˜ ๐–‘๐–†๐–™๐–Š๐–—, ๐–™๐–๐–Š ๐–•๐–—๐–Ž๐–Š๐–˜๐–™ ๐–œ๐–Š๐–“๐–™ ๐–”๐–“ ๐–™๐–” ๐–๐–†๐–›๐–Š ๐–†๐–“ ๐–†๐–‹๐–‹๐–†๐–Ž๐–— ๐–œ๐–Ž๐–™๐– ๐–”๐–š๐–— ๐–๐–Š๐–†๐–‰ ๐–™๐–Š๐–†๐–ˆ๐–๐–Š๐–— ๐–†๐–“๐–‰ ๐–—๐–Š๐–“๐–”๐–š๐–“๐–ˆ๐–Š๐–‰ ๐–๐–Ž๐–˜ ๐–›๐–”๐–œ๐–˜.

๐“˜โ€™๐“ฟ๐“ฎ ๐“ท๐“ฎ๐“ฟ๐“ฎ๐“ป ๐“ฑ๐“ช๐“ญ ๐“ช๐“ท๐”‚ ๐“ด๐“ฒ๐“ท๐“ญ ๐“ธ๐“ฏ ๐“ผ๐“ฎ๐” ๐“ฎ๐“ญ๐“พ๐“ฌ๐“ช๐“ฝ๐“ฒ๐“ธ๐“ท ๐“ฏ๐“ป๐“ธ๐“ถ ๐“ช๐“ท๐”‚๐“ธ๐“ท๐“ฎ, ๐“ฝ๐“ฑ๐“ธ๐“พ๐“ฐ๐“ฑ ๐“ฒ๐“ฝ ๐“ฒ๐“ผ ๐“ถ๐“ช๐“ท๐“ญ๐“ช๐“ฝ๐“ธ๐“ป๐”‚ ๐“ฏ๐“ธ๐“ป ๐“ผ๐“ฌ๐“ฑ๐“ธ๐“ธ๐“ต๐“ผ ๐“ธ๐“ฏ ๐“ช๐“ต๐“ต ๐“ญ๐“ฎ๐“ท๐“ธ๐“ถ๐“ฒ๐“ท๐“ช๐“ฝ๐“ฒ๐“ธ๐“ท๐“ผ ๐“ฒ๐“ท ๐“ข๐“ฌ๐“ธ๐“ฝ๐“ต๐“ช๐“ท๐“ญ ๐“ฝ๐“ธ ๐“ฝ๐“ฎ๐“ช๐“ฌ๐“ฑ ๐“ฐ๐“ฒ๐“ป๐“ต๐“ผ ๐“ช๐“ซ๐“ธ๐“พ๐“ฝ ๐“น๐“พ๐“ซ๐“ฎ๐“ป๐“ฝ๐”‚ ๐“ช๐“ท๐“ญ ๐“ถ๐“ฎ๐“ท๐“ผ๐“ฝ๐“ป๐“พ๐“ช๐“ฝ๐“ฒ๐“ธ๐“ท. ๐“ž๐“ท ๐“ฝ๐“ฑ๐“ฎ ๐“ญ๐“ช๐”‚ ๐“ฝ๐“ฑ๐“ฎ ๐“ฐ๐“ฒ๐“ป๐“ต๐“ผ ๐“ฒ๐“ท ๐“ธ๐“พ๐“ป ๐“ผ๐“ฌ๐“ฑ๐“ธ๐“ธ๐“ต ๐“ฑ๐“ช๐“ญ ๐“ฝ๐“ธ ๐“ต๐“ฎ๐“ช๐“ป๐“ท ๐“ช๐“ซ๐“ธ๐“พ๐“ฝ ๐“ช๐“ต๐“ต ๐“ธ๐“ฏ ๐“ฝ๐“ฑ๐“ฒ๐“ผ, ๐“ฝ๐“ฑ๐“ฎ ๐“ซ๐“ธ๐”‚๐“ผ ๐“ฐ๐“ธ๐“ฝ ๐“ฝ๐“ธ ๐“ฐ๐“ธ ๐“ฝ๐“ธ ๐“ช ๐“ต๐“ธ๐“ฌ๐“ช๐“ต ๐”€๐“ช๐“ฝ๐“ฎ๐“ป ๐“น๐“ช๐“ป๐“ด. ๐“œ๐”‚ ๐“ฏ๐“ป๐“ฒ๐“ฎ๐“ท๐“ญ๐“ผ ๐“ช๐“ท๐“ญ ๐“˜ ๐“ถ๐“ช๐“ท๐“ช๐“ฐ๐“ฎ๐“ญ ๐“ฝ๐“ธ ๐“ซ๐“ฎ๐“ช๐“ฝ ๐“–๐“ช๐“พ๐“ท๐“ฝ๐“ต๐“ฎ๐“ฝ ๐“ช๐“ฝ ๐“ฝ๐“ฑ๐“ฎ ๐“ช๐“ป๐“ฌ๐“ช๐“ญ๐“ฎ ๐“ฝ๐“ฑ๐“ฎ๐“ป๐“ฎ ๐“ฝ๐“ฑ๐“ช๐“ฝ ๐“ญ๐“ช๐”‚ ๐“ช๐“ท๐“ญ ๐”€๐“ฑ๐“ฎ๐“ท ๐”€๐“ฎ ๐“ฝ๐“ธ๐“ต๐“ญ ๐“ธ๐“พ๐“ป ๐“ธ๐“ท๐“ต๐”‚ ๐“ฏ๐“ฎ๐“ถ๐“ช๐“ต๐“ฎ ๐“ฏ๐“ป๐“ฒ๐“ฎ๐“ท๐“ญ ๐“ช๐“ซ๐“ธ๐“พ๐“ฝ ๐“ฒ๐“ฝ ๐“ต๐“ช๐“ฝ๐“ฎ๐“ป ๐“ธ๐“ท, ๐“ผ๐“ฑ๐“ฎ ๐“ผ๐“ฝ๐“ช๐“ป๐“ฝ๐“ฎ๐“ญ ๐“ฌ๐“ป๐”‚๐“ฒ๐“ท๐“ฐ.

๐“ ๐“ฝ๐“ฎ๐“ช๐“ฌ๐“ฑ๐“ฎ๐“ป ๐“ธ๐“ท๐“ฌ๐“ฎ ๐“ฝ๐“ธ๐“ต๐“ญ ๐“พ๐“ผ ๐“ฝ๐“ฑ๐“ช๐“ฝ ๐“ฑ๐“ช๐“ฟ๐“ฒ๐“ท๐“ฐ ๐“ผ๐“ฎ๐” ๐“ธ๐“พ๐“ฝ๐“ผ๐“ฒ๐“ญ๐“ฎ ๐“ธ๐“ฏ ๐“ถ๐“ช๐“ป๐“ป๐“ฒ๐“ช๐“ฐ๐“ฎ ๐”€๐“ธ๐“พ๐“ต๐“ญ, ๐“ป๐“ฎ๐“ฐ๐“ช๐“ป๐“ญ๐“ต๐“ฎ๐“ผ๐“ผ ๐“ธ๐“ฏ ๐“ฌ๐“ธ๐“ท๐“ฝ๐“ป๐“ช๐“ฌ๐“ฎ๐“น๐“ฝ๐“ฒ๐“ธ๐“ท, ๐“ช๐“พ๐“ฝ๐“ธ๐“ถ๐“ช๐“ฝ๐“ฒ๐“ฌ๐“ช๐“ต๐“ต๐”‚ ๐“ต๐“ฎ๐“ช๐“ญ ๐“ฝ๐“ธ ๐“น๐“ป๐“ฎ๐“ฐ๐“ท๐“ช๐“ท๐“ฌ๐”‚ ๐“ช๐“ท๐“ญ ๐“ฝ๐“ฑ๐“ฎ ๐“ฌ๐“ธ๐“ท๐“ฝ๐“ป๐“ช๐“ฌ๐“ฝ๐“ฒ๐“ธ๐“ท ๐“ธ๐“ฏ ๐“๐“˜๐““๐“ผ ๐“ช๐“ท๐“ญ ๐“—๐“˜๐“ฅ. ๐“—๐“ฎ ๐“ฝ๐“ฑ๐“ธ๐“พ๐“ฐ๐“ฑ๐“ฝ ๐“๐“˜๐““๐“ผ ๐“ช๐“ท๐“ญ ๐“—๐“˜๐“ฅ ๐”€๐“ฎ๐“ป๐“ฎ ๐“ฝ๐”€๐“ธ ๐“ญ๐“ฒ๐“ฏ๐“ฏ๐“ฎ๐“ป๐“ฎ๐“ท๐“ฝ ๐“ฝ๐“ฑ๐“ฒ๐“ท๐“ฐ๐“ผ. ๐“๐“˜๐““๐“ผ ๐”€๐“ช๐“ผ ๐“–๐“ธ๐“ญโ€™๐“ผ ๐“น๐“พ๐“ท๐“ฒ๐“ผ๐“ฑ๐“ถ๐“ฎ๐“ท๐“ฝ ๐“ฏ๐“ธ๐“ป ๐“น๐“ฎ๐“ธ๐“น๐“ต๐“ฎ ๐”€๐“ฑ๐“ธ ๐“ญ๐“ฒ๐“ญ๐“ท'๐“ฝ ๐“ป๐“ฎ๐“ผ๐“น๐“ฎ๐“ฌ๐“ฝ ๐“ฝ๐“ฑ๐“ฎ ๐“ฑ๐“ธ๐“ต๐”‚ ๐“ผ๐“ช๐“ฌ๐“ป๐“ช๐“ถ๐“ฎ๐“ท๐“ฝ ๐“ธ๐“ฏ ๐“ถ๐“ช๐“ฝ๐“ป๐“ฒ๐“ถ๐“ธ๐“ท๐”‚. ๐“ฃ๐“ฑ๐“ฎ ๐“ฏ๐“ฒ๐“ป๐“ผ๐“ฝ ๐“ฐ๐“ฒ๐“ป๐“ต ๐“˜ ๐“ฎ๐“ฟ๐“ฎ๐“ป ๐“ผ๐“ต๐“ฎ๐“น๐“ฝ ๐”€๐“ฒ๐“ฝ๐“ฑ ๐”€๐“ช๐“ผ ๐“ฏ๐“ป๐“ธ๐“ถ ๐“ถ๐”‚ ๐“ฌ๐“ต๐“ช๐“ผ๐“ผ ๐“ช๐“ท๐“ญ ๐“˜ ๐“ฝ๐“ฑ๐“ฒ๐“ท๐“ด ๐“ฝ๐“ฑ๐“ช๐“ฝ ๐”€๐“ช๐“ผ ๐“ธ๐“ท ๐“ซ๐“ธ๐“ฝ๐“ฑ ๐“ธ๐“ฏ ๐“ธ๐“พ๐“ป ๐“ถ๐“ฒ๐“ท๐“ญ๐“ผ ๐”€๐“ฑ๐“ฎ๐“ท ๐”€๐“ฎ ๐“ฑ๐“ช๐“ญ ๐“ผ๐“ฎ๐”.

๐“๐“ฏ๐“ฝ๐“ฎ๐“ป ๐“˜ ๐“ป๐“ฎ๐“ช๐“ญ ๐“ฃ๐“ฑ๐“ฎ ๐“–๐“ธ๐“ญ ๐““๐“ฎ๐“ต๐“พ๐“ผ๐“ฒ๐“ธ๐“ท ๐“ช๐“ท๐“ญ ๐“ญ๐“ฎ๐“ฌ๐“ฒ๐“ญ๐“ฎ๐“ญ ๐“˜ ๐“ฑ๐“ช๐“ญ ๐“ฏ๐“ฒ๐“ฐ๐“พ๐“ป๐“ฎ๐“ญ ๐“ธ๐“พ๐“ฝ ๐“ฑ๐“พ๐“ถ๐“ช๐“ท ๐“ฎ๐”๐“ฒ๐“ผ๐“ฝ๐“ฎ๐“ท๐“ฌ๐“ฎ, ๐“˜ ๐“ผ๐“ฝ๐“ธ๐“น๐“น๐“ฎ๐“ญ ๐“ผ๐“ฒ๐“ฐ๐“ท๐“ฒ๐“ท๐“ฐ ๐“ช๐“ฏ๐“ฝ๐“ฎ๐“ป ๐“น๐“ป๐“ช๐”‚๐“ฎ๐“ป๐“ผ ๐“ช๐“ท๐“ญ ๐“ถ๐“ช๐“ญ๐“ฎ ๐“ฝ๐“ฑ๐“ฎ ๐“ฒ๐“ท๐“ญ๐“ฒ๐“ผ๐“น๐“ธ๐“ผ๐“ฎ๐“ญ ๐“ฌ๐“ป๐“ธ๐“ผ๐“ผ ๐”€๐“ฑ๐“ฎ๐“ท ๐“ฒ๐“ฝ ๐”€๐“ช๐“ผ ๐“ฝ๐“ฒ๐“ถ๐“ฎ ๐“ฝ๐“ธ ๐“ป๐“ฎ๐“ฌ๐“ฎ๐“ฒ๐“ฟ๐“ฎ ๐“ฌ๐“ธ๐“ถ๐“ถ๐“พ๐“ท๐“ฒ๐“ธ๐“ท. ๐“˜ ๐“ช๐“ต๐”€๐“ช๐”‚๐“ผ ๐”€๐“ช๐“ผ๐“ฑ๐“ฎ๐“ญ ๐“ฝ๐“ฑ๐“ฎ ๐“ช๐“ผ๐“ฑ๐“ฎ๐“ผ ๐“ธ๐“ฏ๐“ฏ ๐“ถ๐”‚ ๐“ฏ๐“ธ๐“ป๐“ฎ๐“ฑ๐“ฎ๐“ช๐“ญ ๐“ซ๐“ฎ๐“ฌ๐“ช๐“พ๐“ผ๐“ฎ ๐“ฒ๐“ฝ ๐“ฒ๐“ท๐“ฝ๐“ฎ๐“ป๐“ฏ๐“ฎ๐“ป๐“ฎ๐“ญ ๐”€๐“ฒ๐“ฝ๐“ฑ ๐“ถ๐”‚ ๐“ผ๐“ฒ๐“ญ๐“ฎ-๐“ฏ๐“ป๐“ฒ๐“ท๐“ฐ๐“ฎ. ๐“˜๐“ท ๐“ถ๐”‚ ๐“ฏ๐“ฒ๐“ท๐“ช๐“ต ๐”‚๐“ฎ๐“ช๐“ป ๐“ธ๐“ฏ ๐“ผ๐“ฌ๐“ฑ๐“ธ๐“ธ๐“ต ๐“˜ ๐”€๐“ช๐“ผ ๐“ช๐“ญ๐“ฟ๐“ฒ๐“ผ๐“ฎ๐“ญ ๐“ฝ๐“ธ ๐“ต๐“ฎ๐“ช๐“ฟ๐“ฎ ๐“ช๐“ท๐“ญ ๐“ฐ๐“ฎ๐“ฝ ๐“ช ๐“ณ๐“ธ๐“ซ ๐“ซ๐“ฎ๐“ฌ๐“ช๐“พ๐“ผ๐“ฎ ๐“˜ ๐”€๐“ช๐“ผ๐“ท'๐“ฝ ๐“ฎ๐“ท๐“ฐ๐“ช๐“ฐ๐“ฒ๐“ท๐“ฐ ๐”€๐“ฒ๐“ฝ๐“ฑ ๐“ฝ๐“ฑ๐“ฎ ๐“ผ๐“ฌ๐“ฑ๐“ธ๐“ธ๐“ต'๐“ผ ๐“ฎ๐“ฝ๐“ฑ๐“ธ๐“ผ ๐“ช๐“ท๐“ญ ๐“ฟ๐“ช๐“ต๐“พ๐“ฎ๐“ผ.

๐˜ž๐˜ฉ๐˜ช๐˜ญ๐˜ฆ ๐˜ข๐˜ญ๐˜ญ ๐˜ฎ๐˜บ ๐˜ง๐˜ณ๐˜ช๐˜ฆ๐˜ฏ๐˜ฅ๐˜ด ๐˜ง๐˜ช๐˜ฏ๐˜ช๐˜ด๐˜ฉ๐˜ฆ๐˜ฅ ๐˜ต๐˜ฉ๐˜ฆ๐˜ช๐˜ณ ๐˜ด๐˜ต๐˜ถ๐˜ฅ๐˜ช๐˜ฆ๐˜ด, ๐˜ ๐˜ญ๐˜ฆ๐˜ข๐˜ณ๐˜ฏ๐˜ฆ๐˜ฅ ๐˜ต๐˜ฐ ๐˜ฅ๐˜ณ๐˜ช๐˜ท๐˜ฆ ๐˜ข๐˜ฏ๐˜ฅ ๐˜จ๐˜ฐ๐˜ต ๐˜ข ๐˜ซ๐˜ฐ๐˜ฃ ๐˜ฐ๐˜ถ๐˜ต๐˜ด๐˜ช๐˜ฅ๐˜ฆ ๐˜ฐ๐˜ง ๐˜Š๐˜ฐ๐˜ข๐˜ต๐˜ฃ๐˜ณ๐˜ช๐˜ฅ๐˜จ๐˜ฆ. ๐˜›๐˜ฉ๐˜ข๐˜ต ๐˜ธ๐˜ข๐˜ด ๐˜ข ๐˜ฅ๐˜ฆ๐˜ญ๐˜ช๐˜ฃ๐˜ฆ๐˜ณ๐˜ข๐˜ต๐˜ฆ ๐˜ฅ๐˜ฆ๐˜ค๐˜ช๐˜ด๐˜ช๐˜ฐ๐˜ฏ. ๐˜ ๐˜ญ๐˜ช๐˜ฌ๐˜ฆ๐˜ฅ ๐˜ต๐˜ฐ ๐˜ต๐˜ข๐˜ฌ๐˜ฆ ๐˜ฑ๐˜ฆ๐˜ฐ๐˜ฑ๐˜ญ๐˜ฆ ๐˜ฐ๐˜ฏ ๐˜ต๐˜ฉ๐˜ฆ ๐˜”๐˜ค๐˜‹๐˜ฐ๐˜ฏ๐˜ข๐˜ญ๐˜ฅ๐˜ด ๐˜›๐˜ฐ๐˜ถ๐˜ณ, ๐˜ธ๐˜ฉ๐˜ช๐˜ค๐˜ฉ ๐˜ช๐˜ด ๐˜ธ๐˜ฉ๐˜ฆ๐˜ฏ ๐˜บ๐˜ฐ๐˜ถ ๐˜ฅ๐˜ณ๐˜ช๐˜ท๐˜ฆ ๐˜ง๐˜ณ๐˜ฐ๐˜ฎ ๐˜ต๐˜ฉ๐˜ฆ ๐˜”๐˜ค๐˜‹๐˜ฐ๐˜ฏ๐˜ข๐˜ญ๐˜ฅ๐˜ด ๐˜ช๐˜ฏ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ฆ๐˜ข๐˜ด๐˜ต ๐˜ฐ๐˜ง ๐˜Š๐˜ฐ๐˜ข๐˜ต๐˜ฃ๐˜ณ๐˜ช๐˜ฅ๐˜จ๐˜ฆ ๐˜ต๐˜ฐ ๐˜ต๐˜ฉ๐˜ฆ ๐˜”๐˜ค๐˜‹๐˜ฐ๐˜ฏ๐˜ข๐˜ญ๐˜ฅ๐˜ด ๐˜ช๐˜ฏ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ธ๐˜ฆ๐˜ด๐˜ต ๐˜ฐ๐˜ง ๐˜Š๐˜ฐ๐˜ข๐˜ต๐˜ฃ๐˜ณ๐˜ช๐˜ฅ๐˜จ๐˜ฆ ๐˜ข๐˜ฏ๐˜ฅ ๐˜ฐ๐˜ฏ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ธ๐˜ข๐˜บ ๐˜บ๐˜ฐ๐˜ถ ๐˜ฆ๐˜ฏ๐˜ฅ ๐˜ถ๐˜ฑ ๐˜ด๐˜ฆ๐˜ฆ๐˜ช๐˜ฏ๐˜จ ๐˜ฎ๐˜ฐ๐˜ด๐˜ต ๐˜ฐ๐˜ง ๐˜ต๐˜ฉ๐˜ฆ ๐˜ต๐˜ฐ๐˜ธ๐˜ฏ. ๐˜›๐˜ฉ๐˜ฆ๐˜ณ๐˜ฆ ๐˜ธ๐˜ฆ๐˜ณ๐˜ฆ ๐˜ต๐˜ธ๐˜ฐ ๐˜”๐˜ค๐˜‹๐˜ฐ๐˜ฏ๐˜ข๐˜ญ๐˜ฅ๐˜ด ๐˜ช๐˜ฏ ๐˜Š๐˜ฐ๐˜ข๐˜ต๐˜ฃ๐˜ณ๐˜ช๐˜ฅ๐˜จ๐˜ฆ ๐˜ข๐˜ฏ๐˜ฅ ๐˜ฐ๐˜ฏ๐˜ญ๐˜บ ๐˜ฐ๐˜ฏ๐˜ฆ ๐˜ด๐˜ช๐˜ต-๐˜ช๐˜ฏ ๐˜ณ๐˜ฆ๐˜ด๐˜ต๐˜ข๐˜ถ๐˜ณ๐˜ข๐˜ฏ๐˜ต.

๐š†๐š‘๐šŽ๐š— ๐™ธ ๐š ๐šŠ๐šœ ๐Ÿธ๐Ÿท, ๐™ธ ๐š๐š˜๐š ๐šŠ ๐š“๐š˜๐š‹ ๐šŠ๐šœ ๐šŠ ๐š›๐šŽ๐šœ๐šŽ๐šŠ๐š›๐šŒ๐š‘๐šŽ๐š› ๐š๐š˜๐š› ๐™ถ๐š•๐šŠ๐šœ๐š๐š˜๐š  ๐š„๐š—๐š’๐šŸ๐šŽ๐š›๐šœ๐š’๐š๐šข ๐šŠ๐š—๐š ๐š ๐š’๐š๐š‘๐š’๐š— ๐šŠ ๐š ๐šŽ๐šŽ๐š” ๐š๐šŽ๐šŒ๐š’๐š๐šŽ๐š ๐š๐š˜ ๐š–๐š˜๐šŸ๐šŽ ๐šŠ ๐š ๐š‘๐š˜๐š•๐šŽ ๐š๐šŽ๐š— ๐š–๐š’๐š•๐šŽ๐šœ ๐šŠ๐š ๐šŠ๐šข ๐š๐š›๐š˜๐š– ๐™ฒ๐š˜๐šŠ๐š๐š‹๐š›๐š’๐š๐š๐šŽ ๐š ๐š’๐š๐š‘ ๐š—๐š˜ ๐š’๐š—๐š๐šŽ๐š—๐š๐š’๐š˜๐š—๐šœ ๐š˜๐š ๐šŽ๐šŸ๐šŽ๐š› ๐š›๐šŽ๐š๐šž๐š›๐š—๐š’๐š—๐š. ๐™พ๐š— ๐š๐š‘๐šŽ ๐š๐šŠ๐šข ๐™ธ ๐š•๐šŽ๐š๐š, ๐š–๐šข ๐š–๐šž๐š– ๐š๐šŠ๐šŸ๐šŽ ๐š–๐šŽ ๐š๐š‘๐šŽ ๐š›๐š˜๐šœ๐šŠ๐š›๐šข ๐š‹๐šŽ๐šŠ๐š๐šœ ๐š๐š‘๐šŠ๐š ๐™ฟ๐š˜๐š™๐šŽ ๐™น๐š˜๐š‘๐š— ๐™ฟ๐šŠ๐šž๐š• ๐™ธ๐™ธ ๐š‹๐š•๐šŽ๐šœ๐šœ๐šŽ๐š ๐š๐š˜๐š› ๐š‘๐šŽ๐š› ๐šŠ๐š—๐š ๐šœ๐šŠ๐š’๐š ๐šœ๐š‘๐šŽ ๐š ๐š˜๐šž๐š•๐š๐š—โ€™๐š ๐š‹๐šŽ ๐šŠ๐š‹๐š•๐šŽ ๐š๐š˜ ๐šœ๐šŽ๐šŽ ๐š–๐šŽ ๐š˜๐š๐š ๐š‹๐šŽ๐šŒ๐šŠ๐šž๐šœ๐šŽ ๐šœ๐š‘๐šŽ ๐š‘๐šŠ๐š ๐šŠ ๐š๐š˜๐šŒ๐š๐š˜๐š›โ€™๐šœ ๐šŠ๐š™๐š™๐š˜๐š’๐š—๐š๐š–๐šŽ๐š—๐š. ๐™ฐ ๐š๐šŽ๐š  ๐šข๐šŽ๐šŠ๐š›๐šœ ๐š•๐šŠ๐š๐šŽ๐š› ๐™ธ ๐š๐š˜๐šž๐š—๐š ๐š˜๐šž๐š ๐š๐š‘๐šŽ๐š›๐šŽ ๐š ๐šŠ๐šœ ๐š—๐š˜ ๐š๐š˜๐šŒ๐š๐š˜๐š›โ€™๐šœ ๐šŠ๐š™๐š™๐š˜๐š’๐š—๐š๐š–๐šŽ๐š—๐š. ๐š‚๐š‘๐šŽ ๐š“๐šž๐šœ๐š ๐š ๐šŽ๐š—๐š ๐šŠ ๐š›๐šŽ๐šŠ๐š•๐š•๐šข ๐š•๐š˜๐š—๐š ๐š ๐šŠ๐š•๐š” ๐š›๐š˜๐šž๐š—๐š ๐š๐š‘๐šŽ ๐š•๐š˜๐šŒ๐š‘.

Along with Animal Crossing: New Horizons and DOOM, Call of Duty: Warzone formed part of what I've been internally referring to as "the saviour trilogy" - the three games that were up to the task of keeping me in the game of the early pandemic when everything was uncertain, indeterminate and appalling. Warzone was by no means a perfect game - it was janky, it was buggy, it was stupid (in both pejorative and complimentary senses) - but it was more than capable of performing the crucial "zoom call with the boys" function: while my girlfriend and my grandmother and my work colleagues hopped onto group video calls to play murder mysteries and do pop-quizzes, me and the fellas used Warzone as an excuse to war-room about what was (or, more accurately, what wasn't) happening in our lives while the viral battlefront raged outside.

The gameplay was mostly ancillary, but had plenty of highlights: BIG-team Call of Duty with proximity voice chat and "death screams" combined with semi-invincible vehicles and 1km+ sniper rifles lead to a lot of hilarity and outside-the-box gameplay you wouldn't expect from the franchise - chasing dudes up staircases with quad bikes, throwing tomahawks at UAVs, having a smoke+riff sesh with your dudes in a helicopter that's flying too high for the guys with SMGs and shotguns in the Final Circle to reach... the possibilities were more or less endless, and the creators of 1.0 seemed happy to permit revelry in regressive behaviour (though in reality I imagine patching a 100GB+ game in April 2020 was a living nightmare for Infinity Ward and the 13 other Activision studios who supported them).

The day Warzone asked me and the squad to download two 100GB patches in one week was the day the game died for us. We were all playing on Base PS4s with default hard-drives, luddite gamers who had no interest in Pros and Plus and Platter-Externals for the sake of a F2P Zoom call. We trailed off into the world of Hunt Showdown and Fortnite and never looked back at the gigabyte-gomorrah we uninstalled ourselves from; like Animal Crossing, there was probably some degree of post-covid relief to be found in that digital distance. I only ever really heard about the game again via the bizarre phenomenon of grown men in their thirties and forties telling me, with surprising frequency, that they'd queued for 8 hours or spent ยฃ1000 to get a PlayStation 5 specifically so that Warzone would load faster and could be installed alongside other games. Crazy, huh? Imagine being that invested in video games.

Ironically, it wasn't any new feature or map or content that brought me back for Warzone 2.0 - it was the simple announcement that the install size of the game had been reduced by 80%. The wonders of next-gen gaming! As you might expect from a project that has 23,000 people in the credits, the game itself is almost completely unchanged from Warzone 1.0; while there's an initial awkward adjustment period in exchanging East European forests for Middle-East Asian fields, it's surprising how familiar everything feels - almost as if someone's run a Google Translate AI filter over all the ะšะพะบะฐ-ะšะพะปะฐ billboards to make them say ุงู„ูƒูˆูƒุง ูƒูˆู„ุง instead; difficult questions re: globalisation that emerge in trading out Ukraine for Iran are mostly side-stepped by simply having the new war-country act as a toybox for generic PMCs. War has changed in order to become unchanging. An eternal battleground that persists regardless of what language the 400MB road signs are in. And as far as gameplay goes, my only complaint is that they made the cars and trucks are weak as shit.

DMZ, the new Tarkov/Hunt/DayZ mode, comes under much tighter scrutiny. Or it would, if it was capable of running for more than 20 minutes at a time. Essentially a mini COD MMO with anywhere-PVP, it's a classic case of a gamer's platonic dream-ideal making way for a CEO deadline-induced nightmare: progress lost; parties blocked; playlists broken; queues abound; hard crashes at crucial moments - arguably it's all launch-week teething issues that will pass like unconvincing PhysX dust on the plains of Notpakistan, but this is a mode where every mote and moment of progress is supposed to count for something: all decisions are final, and there's only one way out. Losing progress to the desktop's void stings all the tighter when so much of the moment-to-moment gameplay here involves inventory management that doesn't matter - inventory management in games never matters all that much, but it really doesn't matter here: weighing up whether to stow the Aged Wine or the Vintage Wine for the difference of $50 (to buy a gun that costs $5000+) only to walk over a lagged-out landmine moments later and lose three hours of progression... That's life, I guess, but it's not exactly condusive towards the life-escaping levels of Zoom Call With The Boys.

Feels impeccably timed that this would drop at the same time as the Qatar World Cup - a broken Middle-East-bound versimilitude of something that once existed in a cleaner, sturdier but no less morally-ethically dubious form. Why was it palatable then, but not now? We're still chewing on it with some degree of gratitude, but there's a look of hypocritical disgust in our eyes. I guess the difference now is that the wheels are now coming off of everything everywhere and we can see the cracks that 'workers' once had the time to paper over. When everyone's connected all at once, there can be no blind eyes. Hopefully they patch in the ability to gib people with chopper blades again.

"God created man's back to carry burdens, but to think you want to pile on even more..."

What if a regenerator from Resident Evil 4 had his decaying body infused with a soul and a conscious conscience and a will to live, something to fill the absence in its complex mechanical heart, to give it life in the dirt and let it experience the first-person's recurring pains of birth, growth, lust, love, commitment; the fear, anger, decay and darkness that follows from these things. Life, but never death, because nothing could stop this bio-tin man from following the yellow paint road, an invincible soldier game to do anything for the simulated reali(ties) and fami(lies) he's lost inside his machine.

This is Resident Evil at its stupidest and its smartest, which is, respectively, saying a lot and not saying much at all, respectfully. Like VII, VIL isn't really ashamed to borrow everything and anything it wants to say and do from its own past and its shared past with its brothers, sisters, fathers, mothers, cousins and children across generations and genre-nations, channeling media mediums like a medium. It goes without saying that it's a composite, a family portrait, a photo mode of itself and the evils resident within. They were stupid too, but were none-the-lesser labours of love that shifted between mocking you and terrifying you; the fact that something's camp doesn't stop it from eating you alive. All are embraced in the compost of this newly-grown decomposition. It takes a village to raise a game, after all, but the progenitor of the survival horror virus isn't willing to eradicate its parasites just yet. Chris Redfield (a mimic of Chris Redfield in the desert of the snowbound real?) doesn't start smiling until Ethan Winters cocks a 9mm and announces to his God (he has himself down as Alpha in Ethan's phonebook, for God's sake) that he's gonna march backwards into Hell while flipping the bird to the bird-lady... or he would, if he still had his middle finger.

The game is deeply dumb and it knows it. But the beauty of vulgarity and camp and the aforementioned stupidity of man is that it can skirt up against truth just as easily as intellect can, and this is, ironically, how the game shows itself most clearly as intelligent, perhaps above its more literally-minded and literary-minded peers. Virtuous lack of virtue until the very end - I've said it before, but games that steep themselves in darkness should be permitted, from safe distance, to unsafely explore the fears that darkness creates, unpleasant, unkind and unsanitary as they may be. Do you want to experience a contradiction of scenes from your storybook of mental violence and gore, or do you want to L3 sprint without introspection through an eternal funfair of funhouses, simulcra of what you experienced before? Don't worry, you don't have to think about it - it's all still here. We're giant babies confronting the possibility of a giant baby in our home. Do we have the heart to understand what that means?

Also they finally brought back The Mercenaries - that's fucking sick bro

Watch out man, enemy Han Solo and Naruto have just hopped in a Rocket League car and are flying upside-down towards Chromed Knowby Cabin to get some webshooters and chugflaps, Iโ€™m gonna go Splatoon-mode and try to catch up, Iโ€™ve got three days left to complete my Pickle Rick Backbling questline and this might get me to my Daily Supercharged XP limit before I lose access to the Bruno Mars crafting tree.

A game that desperately wants to evoke Spider-Man: No Way Home but more readily brings to mind Spider-Man 2 - specifically, the moment where the community comes together to protect the identity and reputation of a hero in the aftermath of an excessive strain beyond their means. A testament to the character of Bayonetta is whatโ€™s singularly heartening about this: in your thirties itโ€™s rare that all your friends will participate in a simultaneous video game zeitgiest, and only a character with her generational gravity can bring us all together at once, once more, to wilfully overlook myriad flaws with presentation, performance, coherence and competence, united in our defence of something that so so often does not deserve the slightest of kind words. A game that no one - not even the developers - expected to exist; a game that generates such powerful gratitude to the gods of gaming that we can all overlook a bereft of almost everything that made the original a bulletproof classic, appreciating instead the offering made in lieu to us, a fucked up little frankenstinian Marvel vs Capcom 2 equivalent in the CAG set, incoherent character action thatโ€™s so broken by virtue of its gilded broken pieces that you canโ€™t help but be glad they were able to stitch together something, anything at all, from bloated shit-pressed platinum non-fungible giblets found floating in the latrines behind the headquarters of Microsoft and Square Enix. I didnโ€™t start enjoying this until it was over forever.

Criticism of postmodernism is intellectually diverse, reflecting various critical attitudes toward postmodernity as it takes form in philosophy, art, literature and games. Postmodernism itself is generally defined by an attitude of skepticism, irony, or rejection toward what it describes as the grand narratives and ideologies associated with modernism, especially those associated with Enlightenment rationality - though postmodernists in the arts may have their own specific criteria and definitions of postmodernism that depend upon the medium.

Common targets of postmodern criticism include universalist ideas of objective reality, morality, truth, human nature, reason, science, language, economics and social progress; critics of postmodernism are often reactionary, defending such concepts against the counter-cultural critique of postmodern artwork.

It is frequently alleged that postmodern scholars are hostile to objective truth; they promote obscurantism, and encourage relativism in culture, morality and knowledge to an extent that is epistemically and ethically crippling: criticism of more artistic post-modern movements such as post-modern art, literature or video games may include objections to a departure from beauty, lack of coherence or comprehensibility, deviation from clear structure and the consistent use of dark and negative themes.

Post-postmodernism, cosmodernism, digimodernism, automodernism, altermodernism, and metamodernism rank among the more popular prospective terms for the movement against against postmodernism, though the lack of a unifying term demonstrates the difficult, uncertain nature of post-postmodern critical analysis.

In my review of Mario Party the other day, I suggested that the game was one of Nintendo's most postmodern works - what does that really mean? First, let's consider some possible features of postmodern gaming, both in terms of video games and board games:

โ€ข The game's designer and design become less relevant than the players' interpretation of the signified or signifier. We might see this more or less explicitly within a game like the award-winning card game Dixit: using a deck illustrated with dreamlike images, players select cards that match a title suggested by the "storyteller", and attempt to guess which card the "storyteller" selected. While the game has a scoring system, it's intentionally ambiguous, and open to the interpretation of the players and gamemaster; it's a game that can be played with a diverse group of players with little to no difficulty presented by challenge of skill - like Mario Party, Dixit frequently wrests interpretive authority from the games' designers and publishers and places it in the hands of arbitrary metrics that don't necessarily exist in a rulebook.

โ€ข A postmodern game's structure loses its center and gives way to free play. Generally speaking, this has never been a strong-suit of the video game medium - at least on the surface. This application is seen most clearly in the rise of pen-and-paper RPGs, almost all of which make a distinction directly in the beginning of their rule books: "This isn't a game like those other games with winners and losers; it's a game just for playing." In fact, RPGs thrive precisely on the diffรฉrance present within the interpretive play among the players โ€” and break down when munchkins or rules lawyers try to reinforce the structure. In short - the when the rules are made up and scores don't matter, players are forced to find other ways to enjoy themselves. The same is true of Mario Party.

โ€ข The game's structure is deconstructed by examining and reinforcing that which runs counter to the game's purported structure on the back of the box. This can be seen in games like Fluxx and Killer Bunnies. Here, the idea that planning and strategy will pay off, rewarding a player with victory is shown to be false because the idea hinges on the victor's proper management of chance, but chance is by definition that which is beyond management. So let's plan and strategize for an hour and then let chance tell us the winner she picks blindly in the end. Sound familiar?

โ€ข The game makes room for subaltern voices and questions the privileged nature of traditional binaries. Once Deep Blue won, there was no longer any substantive difference between a grandmaster and a geek with a GameFAQ. But can you ever truly defeat a machine that's controlling the dice and your opponents? Can you ever truly defeat someone who can win by doing nothing?

โ€ข The game breaks down barriers between itself and the things beyond it - for nothing is truly outside the game. This adage brings to mind old-school LARPing of the kind depicted in the movie Gotcha!, but could also include metaludic games like Quelf, where the game becomes about how a person plays the game or even does things away from the game while the game is ongoing.

Though the benchmarks and criteria for postmodernism are (perhaps intentionally) vague, I think itโ€™s fair to say the original Mario Party exceeds in all the categories Iโ€™ve chosen to define above. Itโ€™s a game that interrogates the concept of the game - both board and video - by removing the mask of objective order, revealing that all accomplishments happen by divine will of the Nintendo 64.

Mario Party 2, however, fails to improve on the ideas of its predecessor in any meaningful way (apart from putting Donkey Kong in a wizard outfit). Itโ€™s a reactionary work of digimodernistic post-post modernism that seeks to correct the โ€œmistakesโ€ of Mario Partyโ€™s avant-garde by reintroducing the illusion of rules, structure, and โ€œobjective truthโ€: an essential RETVRN to the logic and empiricism that Gamers love so much. A tale as old as the medium itself, where art is the first thing to leave the party when your product needs to fit neatly on the subjective scales at IGN.

Horror Land, Mario Party 2โ€™s โ€œhardestโ€ board, is a perfect case study of how the sequelโ€™s introduction of mathematical โ€œfairnessโ€ robs the game of an identity it was previously proud of. The first lap of the board is a 30-square circle with Toad, the star-giver, standing at the precise midsection. Players are given the option of diverging onto a different path, but there is no statistical incentive for doing so - players start with half the coins needed to buy a star, and itโ€™s possible to accrue the remaining funds in a single turn. Apart from a Bank square (oh no! I lost FIVE coins!!) and Single-Player Minigame square, there are no other โ€œinputsโ€ to the system outside of the once-a-turn minigame: the game is all but ordering you to conform to a closed loop in order to take your first step towards an antipyrrhic victory that will be decided solely by the one who can inflate a Bowser Blimp the fastest. There are no alternatives; Warioโ€™s subaltern voice is silenced; Yoshiโ€™s questions about the privileged nature of traditional binaries are unanswered; Luigiโ€™s interrogation of the apparent power structures falls on deaf ears. Itโ€™s time for Bumper Balloon Cars, and everyoneโ€™s getting some coins.

Contrast this with Marioโ€™s Rainbow Castle, purportedly Mario Party 1โ€™s easiest board - players can steal each others stars and coins at-will; thereโ€™s a button that foists Bowserโ€™s roulette wheel upon foes; you can be sent back to the start for having the mere audacity to roll a 3 at the wrong time; Koopa Troopa is running a wealth-redistribution system at each corner of the board. And thatโ€™s all before we even get into the minigames, where stepping on a goomba in a party hat can instantly reduce your balance to absolute zero. Itโ€™s a revelry in capitalist chaos wearing the flesh of the Mario Brothers and itโ€™s absolutely beautiful. Even Luigiโ€™s โ€œohhHHHh nnOooOoo!โ€ sounds more chunky and brittle, the bauds compressed under the sheer weight of environmental disorder. Heโ€™s saying something. Mario Party 2 isnโ€™t.

The nice thing about Nintendo Switch Online for old people like me is that you get a little involuntary nostalgia hit every couple of months. I wouldnโ€™t download and emulate Mario Party of my own volition, but something about it being readily available on my Switch just makes the access to those old memories so much more enticing - even when said memories now launch with an updated warning about how they can cause permanent damage to the palm of your hand.

Funny story about this game - my younger brother and I had it in our heads that it was possible to be skilled at it. Our misguided belief that the winner of a game of Mario Party was in some way deserving of recognition and admiration eventually came to a head when our neighbour - who didnโ€™t own or play video games of any kind whatsoever at any time - played a round with us one rainy afternoon. He came out comfortably 3 stars ahead at the end of 50 turns, brutally shredding our fragile preteenage egos to tatters. This trauma sent my brother crazy, and he had to be locked in the bathroom for an hour because he was quite simply going completely apeshit-crackers at the notion that someone who didnโ€™t even hold the N64 controller correctly could beat him at a game heโ€™d played for a hundred hours. Very funny to recall his little cheeky face lying on a floor sodden with Chance Time-induced tears. Great game.

You can jape endlessly about the unfairness of the original Mario Partys, but thereโ€™s nothing you can really say thatโ€™s more amusing than participating in it. Taking huge inspiration from the capitalist chaos of Monopoly, this is definitely one of Nintendoโ€™s most postmodern games, directly stating on many occasions that the rules are made up and the coins donโ€™t matter. It revels in unfairness and mean-spiritedness (literally, with the inclusion of a robber Boo) in a way I imagine Shigeru Miyamoto would frown very hard at, and I presume the meaning of Bowser hollering โ€œThatโ€™s often the way things go in life!โ€ while tap-dancing on the spot as Mario wails about being mis-sold a suspicious โ€œsuper duper starโ€ for the tidy sum of 200 coins just completely passed me by as a kid. Just like the game of Life, the lesson to be learned here is that no matter how carefully plot your course and how hard you twirl your joystick, all the money in your bank can be swept away in an instant because some stupid prick stepped on a big red button with your face on it.

Immortal images

Anyone who's played a Resident Evil for more than a few hours will come to understand the game as a series of discrete short and long-term trades - collecting smaller items and using them to complete a bloody and violent Art of the Swap in pursuit of some higher goal. For example, to open a door with a snake on the front: Dodge zombie -> Collect herb -> Collect 5 handgun bullets -> Combine handgun bullets with handgun -> Use 3 handgun bullets to take down the zombie who is standing in the way of a brain in a jar -> Collect brain in jar -> Collect shotgun -> Trade some hitpoints to use the shotgun on a bigger zombie who is standing the way of a statue -> Use brain on statue -> Reveal a key shaped like a snake -> Use one herb to replenish health spent fighting the bigger zombie -> Use snake key on snake door -> Use remaining bullets on snake boss hiding behind snake door. A real time Dungeons & Draggers campaign, a constant evaluation of inventory and comparison with the variables in the current equation of the puzzle box, where skilled play tasks the player with thinking further and further ahead in order to secure flawless success.

As the series has moved forward, the complexity of these sequences has expanded and contracted in all shapes and sizes. Games like Resident Evil 2 have tried to run multiple sequences in parallel, finding replayability for players in the ways it allows you to plan multiple interdependent logistical movements in the same manner one would plan a camping trip to the countryside; games like Resident Evil 4 have tried compressing the sequence into shorter spaces of time, tasking you with minor maths calculations while running from a chainsaw; games like Resident Evil 6 have tried to more or less throw the sequence concept out of a thirtieth-story window in pursuit of cinematic success (no one is counting this bullets in an action movie).

Resident Evil 7 is probably at its most interesting when these sequences simply do not exist. Perspective is key here - whereas most Resident Evils of yore used fixed-perspective views to create a voyeuristic distance between player and hero in a manner evoking the giallo and j-horror of its era, biohazard does quite the opposite, and places The Ring on you (literally you, an amnesiac with no face), directly within the Final Destination of a skull that is being Sawed right this second. A video tape early on has you assume the role of a cameraman in a Louisiana Ghostwatch-type scenario; it's almost 15 minutes of "gameplay" that constitutes nothing more than self-amusement (depending on how amusing you find fear) derived from roleplaying as a gonzo cameraman in the depths of a deserted hell. Not a herb, handgun or key in sight. Just undead dudes dying in the moment.

Imagine my joy when I was forcefully guided into a sequence later in the game where you watch a VHS tape that lets you watch someone watch an mp4 recording of a different VHS tape on a laptop. The game is clearly obsessed with its own movement to the first-person multiple, constantly taking advantage of perspective and changes in perspective through a Connection of videodromic mediums - the eyes, the CCTV, the TV, the eyes of others, the eyes of others watching the TV, the eyes of those filming the TV. Kudos to Capcom for not just blithely saying โ€œResident Evil is an FPS nowโ€ and rather choosing to explore the true implications of horror as experienced first-personally vs. the 3rd-person-protective of Resis past.

Resis past are ultimately the gameโ€™s (partial) downfall. In a truly linear sequence of events like this, I donโ€™t think thereโ€™s that much value in having the player take on the burden of inventory and item counting/combining. We all hate that feeling of a game requiring you to be an actor - stand here, press this button, watch this cinematic, stand over here, pick up the gun, shoot it now, step backwards to dodge this scripted animation or you will be replaying this sequence again and again and so on, etc., and Resident Evil 7โ€™s insertion of one-way this->that->those sequencing problems too obviously reduce the concept of a video game down to a series of predetermined outcomes. Jack and Maggie carefully matching the pace of pursuit with the player is a perfect exemplar of this - everyoneโ€™s on rails; the Baker House vis a vis Itโ€™s A Small World; you and the CPUs just playing terrified roles on Capcomโ€™s stage. Itโ€™s a wonderfully horrifying performance, though.