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IJW: A Night of Horror: Nightmare Radio (2019)

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2022.01.23 22:15 ForeverFinalGirl IJW: A Night of Horror: Nightmare Radio (2019)

https://foreverfinalgirl.com/night-horror-nightmare-radio/
I have a love/hate for horror anthology movies. There are so many out there, that it’s hard to find the good ones when there are a ton of bad ones. Plus, it’s hard to get several good stories into one movie. Usually there’s a mix bag. And A Night of Horror: Nightmare Radio is actually not bad. Though, one of the stories was already on YouTube.
PLOT
A radio DJ who hosts a horror themed show packed with tales of terror for eager listeners. Things take a twist when a child calls in to the radio station asking for help.
MY THOUGHTS
First off, I’ve seen one of the shorts on Alter (a YouTube channel that shows horror shorts). I’ve read that the shorts were on the various festival circuits. And then put it into one movie. But I’ve only seen one of them and it was pretty good. I think the main issue is the wraparound story and I didn’t have that big of an issue with it. It seems to have a lower budget than the shorts.
There are eight short stories including the wrap-around story. The wrap-around story is about Rod (James Wright) a radio DJ who tells scary stories and has his listeners tell scary stories as well. I feel James Wright did a good job during most of the movie, but I just felt the twist-ending was kind of a let down.
I feel the first short, Post Mortem Mary directed by Joshua Long is the strongest. It is about a young girl Mary (Stella Charrington), in 1840’s Australia, who is forced to photograph a two-week dead girl because the grieving parents want something tangible to remember their daughter. Post Mortem Mary is a creepy, slow burn story.
In Matthew Richards’ The Disappearance of Willie Bingham we see a new take on how far we should go punishing someone for a serious crime. Willie commits a horrific crime and instead of going with execution he agrees to an experimental procedure. This was the short that I had already seen.
Sergio Morcillo’s Gotas is another good one. It talks about how one teenage girl deals with trauma and past tragedy. Or I should say how the pain and abuse manifests itself to her now.
The rest are the typical mixed bag of good, bad and just okay. Not a whole lot of blood and gore but some. And some of the shorts are creepy and scary. Overall, not a bad anthology. Not as good as Creepshow and Trick or Treat, but decent enough.
Let’s get into the rankings:
Kills/Blood/Gore: 3/5 Sex/Nudity: 1/5 Scare factor: 4/5 Enjoyment factor: 5/5 My Rank: 3.25/5
submitted by ForeverFinalGirl to Ijustwatched [link] [comments]


2022.01.23 22:15 Lord_Draxis Is there a minimum tip amount to secure safe delivery?

Just wondering if theres a minimum amount I should tip to ensure I get a safe delivery. I just ordered pizza and the tracker says it was delivered but nobody showed up, so wondering if I just tipped too little and the driver got mad.
submitted by Lord_Draxis to Dominos [link] [comments]


2022.01.23 22:15 FrostedPoptart1 A very serious debate that could change the world. When it comes to brownies, are you team center piece or team corner piece?

submitted by FrostedPoptart1 to AskReddit [link] [comments]


2022.01.23 22:15 Resident_Barnacle_89 When I switch my wizard from killer to skiller:)

When I switch my wizard from killer to skiller:) submitted by Resident_Barnacle_89 to idleon [link] [comments]


2022.01.23 22:15 sopitacalientita i made ethan and hila on tomodachi life n i think it’s pretty spot on

i made ethan and hila on tomodachi life n i think it’s pretty spot on submitted by sopitacalientita to h3h3productions [link] [comments]


2022.01.23 22:15 JacketsTapeRecorder Some ideas for how to make the Civilization and Space stages not as monotonous as they are in Spore

I know Wauzmons has said that the Civ and Space stage aren't the current focus at the moment, but I just want to throw my hat in the ring for some ideas for these stages to hopefully improve them over their versions in Spore

CIVILIZATION STAGE
First on the list of stuff to add to the Civ stage would be infantry. In order to resolve the existing issues with how Spore handles vehicles (in particular, aircraft, which i'll get into further below), I propose that all vehicles be unable to capture cities, and that ability instead be granted to infantry, and vehicles instead be reworked around supporting infantry - an example of a game that plays roughly along the lines of what I'm talking about would be Wargame.
Second on the list is vehicle specialization. In Spore, you have literally no reason to use anything other than air vehicles once you unlock them - they're faster than anything else and aren't limited by the land or sea. To that end, I suggest the implementation of a system that has you actually building specialized units for different purposes - an air superiority fighter to keep your anti-tank aircraft and bombers protected, attack helicopters to flood entrenched positions with rocket fire, long range artillery to smack something, transport aircraft for infantry, etc. You would start by building the basic body of whatever vehicle it is - in this case let's use an aircraft, and you would add hardpoints for weapons that would be made with another system, and you would create variants with different weapon mounts for different roles you want that aircraft to perform - for example, let's say I make a multirole aircraft and want to create a variant that can defend itself in air to air combat with missiles and bomb ground targets - I would create the weapons in the next thing I'm about to talk about, apply them to the variant, and then it would be available within a context menu in game.
Third would be an armament design system to tie into the vehicle specialization and variants I've just talked about - making bombs, air to ground missiles, air to air missiles, artillery shells, and so on. You would be able to modify the payload at the cost of weight, making something like an aircraft slower and less maneuverable. You could also change the delivery method (ie, cluster bombs vs just normal bombs) depending on what you wanted out of it.
Fourth is buildable defensive fortifications that can be made outside of your cities. You have no idea how many times I've watched an enemy boat sit outside of the range of my city turrets in Spore, slowly picking away at it and generally being a nuisance while I'm already tied up with something else. I want to be able to make coastal artillery guns and other defensive structures to properly defend my territory, with things like radar sites enabling something like interception of an enemy bomber raid.
Fifth is actual strategic resources that aren't just spice (that is, if spice or a spice analogue is even going to be in the game). Things like oil, fissile material, gold, etc that could be traded, and would give trader players something to do other than right click -> propose trade route.
SPACE STAGE
First for space would be proper surveying to make worlds strategically valuable beyond just monetary incentive. Yeah, you could just colonize and terraform every single little dustball you find, or you could find a world that is extremely rich in minerals necessary for building fleets and other space infrastructure.
Speaking of fleets - the implementation of ships of varying sizes - corvettes, frigates, destroyers, cruisers, and battleships - would do wonders for spicing up space combat. Ships of destroyer size and up could have hangar bays to carry fighter aircraft (which would be customizable and also would make use of the armament system mentioned earlier), corvettes could be fleet scouts and engage with fighters, frigates could be picket ships for the big boys and harass everything, etc. How a ship is built in the editor would also play a big part in how it actually functions in game - if a battleship doesn't have point defense, for example, fighters and torpedoes/missiles could chip away at it until it dies. Combat also wouldn't be limited to in-atmosphere like in Spore, so you can have battles in the middle of space, which ideally would be something akin to Starsector with the freedom of movement seen in games like Homeworld.
Third would be proper alliances. There's nothing more to this one other than preventing empires you've chosen to ally with from fighting each other and begging you for help. The AI would automatically form alliances amongst themselves, and you could hold a council meeting to vote on matters like declaring war on an empire.
Fourth would be megastructures and other grand projects, like arcologies/ecumenopoli. If I design an empire that are supposed to be giant, tyrannical assholes, I want to be able to park a Death Star analogue in an empire's home system and scare them shitless into submitting to me. As I mentioned strategic resource usage earlier, Ecumenopoli could be a big resource sink for the player that could be turned into a factory world to pump out more ships.
Last is space infrastructure - this is basically anything from deep space sensor probes for early warnings of invasion fleets, to space stations and orbital habitats, to orbital shipyards and defense platforms.
submitted by JacketsTapeRecorder to ElysianEclipse [link] [comments]


2022.01.23 22:15 epikslayerofdemons Let's freaking go!!!

Let's freaking go!!! submitted by epikslayerofdemons to Nerf [link] [comments]


2022.01.23 22:15 Hydracap0414 Are you supposed to break this card into two cards are keep it as it is? Just got my new card and I am confused

submitted by Hydracap0414 to vancouver [link] [comments]


2022.01.23 22:15 Luke9753 Why do straight men always say "I'm not gay or no homo" when they want to compliment other men? Why some straight men can't take a genuine compliment from another man?

For example : "I'm not gay but you're a good looking guy." "I'm not gay but I like your hair color." "No homo but I think you're kinda cute." "No homo but you're an attractive guy."
I've never seen/heard a woman say, "I'm not lesbian but I think you're a pretty girl".
submitted by Luke9753 to AskMen [link] [comments]


2022.01.23 22:15 Competitive_Sign212 Painted some Burnout Boyz to add to the Speed WAAAGH

Painted some Burnout Boyz to add to the Speed WAAAGH submitted by Competitive_Sign212 to PrintedWarhammer [link] [comments]


2022.01.23 22:15 th3or3tical You need a vacation pal!

You need a vacation pal! submitted by th3or3tical to HolUp [link] [comments]


2022.01.23 22:15 IDidIt_Twice Can you get hearts of iron 4 on Xbox 360?

I’m a lost mom. My son asked for this game. The systems we have are..
Chrome book computer Xbox 360 Nintendo switch Nintendo Nintendo 64 Super Nintendo
Can he get this game for any of those above?
submitted by IDidIt_Twice to heartsofiron [link] [comments]


2022.01.23 22:15 pastoriagym [Scenery Sunday] Subaru + Mountains

[Scenery Sunday] Subaru + Mountains submitted by pastoriagym to subaru [link] [comments]


2022.01.23 22:15 chrisOverbeck Conservatives issues of the week

Conservatives issues of the week submitted by chrisOverbeck to SelfPromotionYouTube [link] [comments]


2022.01.23 22:15 No_Rex Looking at a unique old game: Midwinter

I have been wanting to write a post about Midwinter for over a year now, not sure whether it would fit better here or in /patientgamers. Finally decided to post here, since I am more interested into discussing the game’s mechanics over recommending you play it.
Midwinter, released in 1989, is a mix of first-person-shooter, strategy, and role-playing game. You defend your snowing island against invaders. While the FPS part of the game was technically great for its time (featuring a huge, freely traversable 3D world), the polygon graphic has not aged well. However, the more interesting part is hiding in the strategy and RPG parts of the game, which feature several in-depth and rather unique interlocking resource systems.
Time & Characters The first immediately unusual feature of Midwinter is that time is the main resource. The game plays on a map of a huge island, which is in the process of being overrun by invaders. If the invaders reach the last outpost, the game is lost. Whenever your character takes any action, the in-game clock advances, also moving the invaders further along the map.
At the start of the game, you play only one person. You are completely outnumbered. The first task is to recruit other characters to even the odds. However, you never play multiple characters at the same time, not even in a party or MC+NPC system. Instead, having multiple characters allows you to use each hour of the day multiple times. From 4pm to 6pm, one character could fight the enemy, while another character repairs a vehicle. One of the main challenges of Midwinter is to balance the immediate needs to stop some group of enemies with the long-term need of recruiting additional character (there is a total of 32 characters you can recruit).
You might be worried about time paradoxes here and, yes, minor time paradoxes can occur: You may play character A first, killing some enemies at 5:30pm, and then play character B from 4pm onwards. B will not meet the dead characters, even if they were killed 90 minutes later. However, this aspect is minimized by an enforced “time synchronization” that occurs every 2 hours. At the top of every second hour, characters need to stop playing to let others catch up. As such, time paradoxes do not really distract from the gameplay.
The recruitment of characters is also not straight forward: There is no quest system or monetary cost for recruitment. Instead, the characters form a web of friendships and animosity. Only characters who are liked enough by the recruitment target can successfully recruit. This leads to endless interesting choices:
For example, one very valuable character is a radio scientist, who is the only one able to break radio jammers and do long-distance recruiting (all other recruitment only works face to face). The problem being: He hates almost every other character! One of the only ways to recruit him is to first recruit his young daughter, who can then recruit him. The daughter is easily recruited, but too young to drive vehicles (see below: Space & Vehicles). So, to use the radio, you need to first get to the daughter, and then send some other person along with the daughter in a snow buggy (tying down another character for that time). OR, you could recruit the daughter and send her along on ski (taking very long and risky). OR, you could forgo radio recruitment in favor of just directly recruiting more friendly characters face to face.
In the later stages of the game, you juggle playing 10-20 characters in the same time frame (the 2-hour steps between time synchronization). You need to juggle logistic task of optimally using each character’s abilities to solve the needs at hand. Oh, and all characters are different, because …
Character stats & Health The game includes an RPG like character system. Each character has a number of stats referring to his/her abilities. For example, some characters might be fit, some good at shooting, some good at driving a buggy, and so on. While the stats are fixed (no leveling up), they vary completely from person to person. The game features at 4 different action modes (skiing, driving, flying, sniping) as well as various non-action activities (blowing up buildings, healing others, repairing vehicles). All are affected by various stats. So, one character might be really good at driving, another really good at sniping, and so on. Some characters are not even good at anything! You can play an old granny, who can barely drive, ski, or shoot. She is the old midwife, though and on friendly terms with almost every other character who you might want to recruit …
However, these skills are not the only status that changes your ability. The other is health. The game models each character’s health rather in-depth. Head, torso, and each limb have separate health stats which can go from healthy, over damaged, to knocked out. Different abilities require different parts of the body. E.g. you can’t ski if one of your legs is knocked out. However, you can still drive a snow body if you still have at least one good leg, but not if you have zero. Sniping requires arms, and so on. To make it even more involved, your characters also have stamina and exhaustion. The more exhausted you become, the harder all actions become. How quickly your exhaustion reduces depends on your stamina, on how long ago you ate the last time, and on whether you have slept (both eating and sleeping costs valuable time).
Characters can also heal and how fast they heal depends on whether another character cares for them and whether that character is a nurse or doctor.
Space & Vehicles You might suspect that the main cause of injuries is contact with the enemy. That is not quite true. While fighting can lead to injury, the more common cause are accidents while traveling. The whole skill system described above directly interacts with the first-person sections of the game. For example, your snow buggy driving skill affects how fast you can drive a buggy without crashing on a slope. Good drivers can drive fast even on heavy slopes, bad drivers will crash in the same situation. However, the game does not forbid you from driving fast with bad drivers. You see where this is going: A constant process of deciding how fast to drive (or ski, or fly). Driving faster uses less time that you need for everything, yet driving faster also increases your risk of crashing. And a crash not only injures your character, but also damages your vehicle…
Which is the last resource system in the game: There is only a limited number of functioning snow buggies (the fastest way of travelling and best way of fighting). You can repair those once they crash, yet that costs time. So, you always face the choice of where to allocate your vehicles? Do you give a buggy to a good driver, who may fight the enemy? OR do you give it to a popular character, who may go off to recruit others? OR do you use the buggy to transport injured characters or bad drivers along with you?
The vehicle resource system also extends to enemies. While the enemies do not use your buggies, there exist different type of enemy buggies. Most are fighters, but some carry ammunition and fuel supplies. If you kill enough ammunition tankers, the enemies will shoot at you less often. If you kill enough fuel tanks, they will move faster, giving you more time to achieve everything else.
A large part of the gameplay is looking at the zoomable island overview map, determining where enemies are advancing, where your buggies are at, and which characters currently use these buggies, before deciding what to do with each character in the next 2 hours.
Miscellaneous

So, do I recommend you play Midwinter? I will not lie: Most of your actual game time is spend in first-person mode, which is not great. The graphics are dated and you’d have to be the biggest polygon lover of all time to actually enjoy a landscape made up of pyramids in various blue and white tones. The main activity, driving snow buggies, can also get quite repetitive soon. If you can look past that, however, you will find a game with enormous depth to its resource systems. It also features a semi-randomized start guaranteeing high replay value. I checked out a few youtube let’s plays, but they mainly give you a look at the bad first-person action, without revealing the resource systems under the hood.
submitted by No_Rex to truegaming [link] [comments]


2022.01.23 22:15 Ok-Advance1156 This response to someone who either simps for a Fnaf animatronic (and it's possible kid possessor), or supports those simps:

This response to someone who either simps for a Fnaf animatronic (and it's possible kid possessor), or supports those simps: submitted by Ok-Advance1156 to rareinsults [link] [comments]


2022.01.23 22:15 pneumonotis What happens if two cells attack each other with the same mass?

just a small question :)
submitted by pneumonotis to Agario [link] [comments]


2022.01.23 22:15 Faxthfulll here’s my oc poppy, when they are “defeated” they get corrupted by this virus that’s exists in them 24/7

here’s my oc poppy, when they are “defeated” they get corrupted by this virus that’s exists in them 24/7 submitted by Faxthfulll to GachaClub [link] [comments]


2022.01.23 22:15 toxevi2961 Test

submitted by toxevi2961 to Testing_1_2 [link] [comments]


2022.01.23 22:15 woodswalker1108 Heard you’re only a real cyclist if your peen is frostbite numb so I moved to train in the Canadian tundra

Heard you’re only a real cyclist if your peen is frostbite numb so I moved to train in the Canadian tundra submitted by woodswalker1108 to BicyclingCirclejerk [link] [comments]


2022.01.23 22:15 -MrChickenNugget- Chuck Schwab over here with Kung-Fu shit

Chuck Schwab over here with Kung-Fu shit submitted by -MrChickenNugget- to wallstreetbets [link] [comments]


2022.01.23 22:15 Raedil Problem hosting ATM6 server

I’ve been attempting to host a server for ATM6(1.16.5) for myself and a friend. The server operation is normal all the way up to and just past the EULA agreement request. It successfully check, downloads, and updates associated files and mods, but right after EULA agreement it drops into a crash/restart loop.
I’ve tried using java 8, 11, and 17 (fully uninstalling other) and even used openjdk versions.
I can host many other games fine, and i’ve hosted both modded 1.18 and 1.14 Minecraft servers (ATM7 and ATM4) with no problems.
I’m ready to give up on 1.16 entirely, but figure i’ll ask here first. I’m including a filedump link to the error i’m getting (starting from EULA agreement). It’s fairly short.
I’d greatly appreciate any suggestions that others have that might help it work for me. Thanks folks.
Filedump link: http://filedump.to/download/1a27122f9c004945a00ce393bf66d82d/ATM6Crashlog.txt
submitted by Raedil to allthemods [link] [comments]


2022.01.23 22:15 TINYtipu23 Found this on instagram

Found this on instagram submitted by TINYtipu23 to Eyebleach [link] [comments]


2022.01.23 22:15 HelicopterShield If AVGN were to end in the future, it would be cool if it was an ongoing story arc over the course of a year or so, and not just suddenly end

Any plot ideas?
submitted by HelicopterShield to TheCinemassacre [link] [comments]


2022.01.23 22:15 Kelmay123 Tech question

I am playing snes on a brand new 4k 75 in tv using an hdmi to av adapter. All Mario games work but I am having issues with others. The games work..but what happens is the controller isnt letting me advance in the game past the start screen so the game intros just keep playing. It's as if the controller isnt even plugged in. This happened for NHL 94, NHL 96 and DKC. For NHL 96 I was able to select a team to play and other options but can't actually start the game.
submitted by Kelmay123 to snes [link] [comments]


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