[27822] in linux-announce channel archive
Worlds #1 Home Festive LED Glowing BeachBalls
daemon@ATHENA.MIT.EDU (AmazingLED)
Mon Aug 2 15:39:46 2021
Date: Mon, 2 Aug 2021 15:33:00 -0400
From: AmazingLED <amazingled@premierconnections5.club>
To: <linuxch-announce.discuss@charon.mit.edu>
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** Light up Your Night with the LED Glow Beach Ball **
--------------------------------------------------------
Whether you're taking it to the beach, throwing it in your pool, or just need some colorful backyard ambiance, these color-changing LED beach balls are great for fun and style. Use the included remote to change the color of the beach ball, or set the beach ball to transition between colors on a timer to create the perfect light show. You can control the look and feel from anywhere, even while lounging in a beach chair or laying in the pool.
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Stanford Digital & Postmaster Services
12399 Cenfield Street Ne
Alliance, OH 44601-9413
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<!--But good as these islands are, they are a distant second to the sea i=
tself. I have never seen sea like this in a video game, sea that seems aliv=
e and wilful and prone to fits. It can be smooth and mediterranean, glowing=
an improbable Grecian blue under clear skies as if lit from below. And it =
can look mountainous as it bangs you around during a storm. In its ridges a=
nd walls of speckled surf you can look up from the ship's wheel and face an=
Andes, a Himalayas of angry water.=20
The sea has character, and in turn it gives your boat character, as it cons=
pires with the weather to set the wheel bucking beneath you, juddering, req=
uiring just a little more force to turn it now than it required a minute or=
two ago when things were fair. That weather! Sea of Thieves does a wonderf=
ul postcard rosy dawn, the perfect peachy tint to the sky to make you want =
to set out for the distant shadows on the horizon. But it also has a neat l=
ine in storms that seem entirely inescapable, grey monsters where the cloud=
s are oppressively low and filled with rain, and where the whole landscape =
seems to have become monochrome.=20
All of which is to say that regardless how big your ship, regardless whethe=
r you are going it alone or playing in a group of four, you can feel very s=
mall when set against the world of Sea of Thieves. And the quests available=
- three types, from three pirating societies - reinforce this. These quest=
s are almost comically simple, particularly in the early tiers. They amount=
to: go here and dig up treasure, go here and kill everything you see, go h=
ere and get me some chickens already. While they grow more complex as you r=
ise through the ranks - Sea of Thieves is particularly good when it's dispa=
tching you on your journey with a riddle rather than a map, since the riddl=
e makes you peer at the world and makes the nearly-empty islands you visit =
feel more alive and bespoke - they all hinge on something very clever: they=
ensure that your hold on success feel precarious.=20
Take that treasure chest you dig up on a distant island. Nice work! Now you=
have to get it back to port and cash it in or it's worth nothing. And to d=
o that, you have to physically handle it: you have to lug it aboard your sl=
oop or galleon, you have to store it in the hold or wherever feels safest, =
and then you have to get it to one of the game's handful of Outpost islands=
which contain quest vendors and shops and pubs. Same with the skull of a d=
ead pirate captain. Same with a crate of chickens or pigs. These are things=
you have to hold and carry around.=20
And protect. This is where the fiction of being a pirate suddenly starts to=
have consequences. Because there are other pirates out there, and the fact=
that they're pirates means that they have a licence to grief. Ship-to-ship=
battles are thrilling because of the wild card of the sea and because thes=
e battles hew to the same mechanical honesty the rest of the game employs. =
You need to load cannons and aim them and think about the kind of damage yo=
u want to inflict. Take out a sail? A mast? Or get them below the waterline=
? Sure, you can load yourself into a cannon and fire yourself onto an enemy=
deck, which probably strains credulity somewhat, but it feels like an acce=
ptably entertaining solution for closing gaps and dropping you into the gam=
e's crunchy, pleasantly basic combat, fought with a variety of blades and a=
variety of sooty, unwieldy firearms. (Combat may be straightforward but th=
ere are some inspired enemy types and it's filled with the weird comedy tha=
t always accompanies shambling undead enemies. If you've longed for a game =
that will allow you to be strangely menaced by the sight of a skeleton adva=
ncing towards you while eating a restorative banana, your ship has finally =
come in.) It's fun enough in PvE, which means taking it to the skeletons of=
increasing deadliness who spawn on islands. But it excels when it's other =
players, either boarding you to steal your plunder, or harassing you for th=
e hell of it - or being boarded by you because you're a pirate as well and =
why not?
2
This, combined with the ship management you have to do in the heat of battl=
e, boarding up breaches in the hull, bailing out water with a bucket, means=
that a ship on the horizon is always a thrill. It's either something you c=
an cause a bit of mischief to or something you really need to keep away fro=
m. There is no UI that tells you this. Everything, like the map, the ship's=
wheel, the treasure you are lugging back and forth, exists in the world an=
d works because the game forces you to understand the rigour and fiction of=
the world as a thing in itself.=20
All of this is fun by yourself - Rare's latest is surprisingly entertaining=
to solo, in fact, because a small mistake can become a big problem terribl=
y quickly. But Sea of Thieves is made to be played with others. With random=
s, whether on voice chat or emotes and a selection of easily accessible phr=
ases, jumping into a galleon can be a bit like playing Quantum Leap. Where =
am I now? I'm in the hold of a ship and it's filling with water. Better get=
a bucket. Better get out of the way of that guy who's come down to fix thi=
ngs. No! He's a boarder! He's coming to kill me! Oh boy!
With friends, though, there is simply nothing like it. Last Friday I set ou=
t with a colleague to see the watery part of the world. We followed the fir=
st line of a riddle to an island where the next line tasked us with finding=
a magic wishing well and walking seven paces before digging for a chest. O=
n the way, we were bitten by snakes, attacked by skeletons, and generally m=
uddled by the fact that the island was big and we had to work out how to or=
ient ourselves in an absence of easy landmarks. When we had the chest and w=
ere headed back to the shore, I saw an object glinting in the sand: a book =
with a special message that took us to another island, where a fearsome ske=
leton boss was hiding out. To kill him, we had to take out a wave of enemie=
s who were invulnerable in the darkness. We either had to light them up wit=
h a torch or string the fight out until sunrise.=20
That's just one mission, and a lonely one at that. Elsewhere I've been atta=
cked after a long journey and seen my rewards sink to the bottom of the oce=
an in sight of land, I've whimpered during prolonged assaults on skeleton f=
ortresses, where the simple PvE of sword against bone suddenly starts to lo=
ok rather tactical. I've run myself aground while setting out on the first =
adventure of the morning, and I've stood on the shore of an island, carryin=
g loot, watching with the rest of my crew as my boat sank in front of us, f=
atally compromised in a way that none of us had bothered to check on in our=
excitement.=20
3
Quests grow in complexity until you're a pirate legend; a Kraken appears at=
sea and menaces boats (this kraken appears far too often and is slightly d=
isappointing as a result); players vote one another into the brig or drive =
each other to distraction with accordion music. At times, it can seem that =
the real treasure that players are hunting is the ideal circumstances in wh=
ich to play - the right gang, the right quest, a clear run free from server=
issues and downtime. Even so, it's a mark of Sea of Thieves' charm and psy=
chological nous that it can be a great game even when you're having a sligh=
tly lousy time.=20
How long will it last? The progression system might be a bit of a red herri=
ng here, ditto the outfits and weapon skins and whatnot that you are curren=
tly tempted to pay far too much in-game currency for back on the Outposts. =
Once you've mastered sailing and fighting, you'll discover that you're not =
really trying to level up your skills in the game so much as you're trying =
to level up your thinking about the game. Sea of Thieves is trying to make =
you look at the humble bucket, say, which is perfect for bailing out your o=
wn boat, and ask yourself - could I actually sink another boat by bailing i=
n with this? It's trying to make you a more interesting person - and for th=
at alone it is hard to fault.=20
And limited as the map is, and simplistic as the quests are, there is still=
a sense at the moment that Sea of Thieves is too big for any one player. A=
s much as you investigate for yourself, there is still stuff to hear about =
from your friends. One says that if you play music to the snakes they won't=
bite you. Another has worked out you can puke in a bucket and throw it at =
someone. A third wonders if there are whales as well as sharks and a fourth=
says there must be, because, because... I reckon it was probably a bit lik=
e this with real pirates back in the day. Don't treasure stories always sta=
rt that way, with "A friend of a friend once told me..."
And what keeps me going once I'm drunk on gold and battered by the undead i=
s that splinter of defiance in the heart - that part of Sea of Thieves that=
is unwilling to devolve into helpful shorthand and UI tricks. The map you =
hold in your hands as you wade ashore is an actual map, and it works as a m=
ap works in the real world. It is a tool for finding your way, but it is no=
t a complete solution. As a result I've been walking around all week thinki=
ng about east and west and how to tell the difference between the two when =
I haven't got a compass to hand. I have been thinking about reckoning. This=
allows the game's fiction to create compelling moments - I have been genui=
nely lost in Sea of Thieves at times. But it also allows it to do what ever=
y game like this truly hopes to do - to cross over, to seep into your every=
day life.--->=20
<table style=3D"max-width: 640px; width: 100%; font-family: Gotham, 'Helv=
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<table cellspacing=3D"0" cellpadding=3D"0">=20
<tbody>=20
<tr>=20
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or: #404042;">Light Up Your Space</h1> <p style=3D"color: #404042;">Light u=
p and upgrade your space with these LED Glow Beach Balls. Fully customizabl=
e by remote with several color options, transition colors on the go or set =
a timer to create the perfect light show. You can control the look and feel=
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pool. From parties to ambiance, the BeachGlow LED Beach Balls have you cove=
red.</p>=20
<div style=3D"padding: 4px;">
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d-color: deeppink; padding: 6px 16px;" href=3D"http://www.premierconnections5.club/8816A2i3u95dS86l10f4422T805s40Khbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47sQ3omKS5ap1i05F0ksv/pastoral-guarded"><strong>Shop Now=
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<p> </p>=20
<p> </p>=20
<p> </p>=20
<p> </p>=20
<section class=3D"summary recommended">=20
<p><span style=3D"color: #ffffff;">An elegiac, memorable and affecting t=
ale of the misfortunes suffered by the members of a deeply eccentric family=
</span></p>=20
</section>=20
<div class=3D"desktop-mpu">
</div>=20
<section class=3D"">=20
<p><span style=3D"color: #ffffff;">Sometimes, in the aftermath of an une=
xpected bereavement, a family will leave their departed loved one's bedroom=
unchanged for weeks, months, maybe even years. The preserved room serves a=
s a walk-in memorial, a place to feel close to the departed (their beloved =
books heavy on the shelf, their smell soft on the pillow), to keep them in =
the present even as time shunts them ever further into the past. It's a way=
to wrest control back from fate's capriciousness: fortune may have taken t=
his person from me, but I choose when to let them go.</span></p>=20
<aside class=3D"right no-image">=20
<div>=20
<h2><span style=3D"color: #ffffff;">What Remains of Edith Finch</span>=
</h2>=20
<ul>=20
<li><span style=3D"color: #ffffff;"><strong>Publisher:</strong> =
Annapurna Pictures</span></li>=20
<li><span style=3D"color: #ffffff;"><strong>Developer:</strong> =
Giant Sparrow</span></li>=20
<li><span style=3D"color: #ffffff;"><strong>Platform:</strong> R=
eviewed on PS4</span></li>=20
<li><span style=3D"color: #ffffff;"><strong>Availability:</strong>&nb=
sp;Out now on PC, PS4 and Mac</span></li>=20
</ul>=20
</div>=20
</aside>=20
<p><span style=3D"color: #ffffff;">The Finches, a family that came to Am=
erica from Norway in 1937, have endured more unexpected bereavement than mo=
st. Tragedy has been so frequent a visitor to the Finches that they were on=
ce described as America's "most unfortunate family." In seven dec=
ades no fewer than ten Finches died in or near to the family home. In this =
way the house has become a warren of memorials: each of its bedrooms, studi=
es and basements sit sealed in time, as if waiting</span></p>=20
<p><span style=3D"color: #ffffff;"> </span></p>=20
<figure class=3D" ">=20
<figcaption>
<span style=3D"color: #ffffff;">Edith's great grandfather, Odin Finch,=
sailed to America from Norway in 1937 on the house that he built. It sank,=
just off the island's shore, where it remains, poking from the waves, to t=
his day.</span>
</figcaption>=20
</figure>=20
<p><span style=3D"color: #ffffff;">In 2016, one occupant does return: Ed=
ith Finch. Six years ago, believing theirs to be a localised curse confined=
to the house, Edith's mother scooped up what remained of her family and fl=
ed. The house has since stood empty. After inheriting the home, Edith, look=
ing to confront or at very least face her family's sad past, sets about unp=
icking its various locks and secrets. "Whatever's wrong with this fami=
ly," she says, soon after she crawls through a kitchen cat flap to gai=
n entry, "goes back a long way."</span></p>=20
<p><span style=3D"color: #ffffff;">Those secrets are spilled, primarily,=
by the letters and diaries left in the time-locked rooms. Each snippet tri=
ggers lengthy, vivid flashbacks, and in this way you come to understand how=
each Finch lived and, in most cases, how they died. This dour premise does=
not play out as you might expect: the game is neither macabre nor unsettli=
ng. Yes, the house may be full of ghosts, but this is not a game played for=
scares. In part, that's because of the role you're in: Edith is a Finch, e=
rgo these spectres are her people. But it's also in the delivery, which is =
melancholic (helped enormously by Jeff Russo's exquisite, mournful score) r=
ather than frightening, and kooky rather than alarming. This tour is reflec=
tive, and while the game could reasonably be described as magical realism s=
nuff, it also offers, in its way, a quietly affecting celebration of life.<=
/span></p>=20
<p><span style=3D"color: #ffffff;"> </span></p>=20
<p><span style=3D"color: #ffffff;">The house emerges as one of video gam=
es' most memorable characters. Edith's great grandmother, Edie, was a playf=
ul architect, and this is a warren of secret passages. Locks hide inside bo=
oks. Books hide inside locks. The house appears to have been built upon to =
accommodate each successive generation of Finch, with the kind of weird pro=
trusions and extensions that would cause a building inspector to blanche. T=
here is "too much of it" Edith says of the house, "like a sm=
ile with too many teeth." Stag beetles under glass hang on the walls. =
The shelves sag under the weight of all the paper: Calvino's Invisible Citi=
es, Homer's The Odyssey, a fat compendium of Norwegian Folktales. And each =
bedroom reflects the character and interests of its vanished inhabitant. Po=
sters line the saccharine den that once belonged to Edith's great aunt Barb=
ara, a child star betrayed, as they so often are, by the arrival of puberty=
Lewis's room is a shrine to weed and video games, his flashback a caution=
ary tale of a life devoted to chasing virtual success.</span></p>=20
<aside class=3D"promotion">=20
<figure></figure>=20
<div>=20
<p class=3D"title"><span style=3D"color: #ffffff;"><a style=3D"color: =
#ffffff;" href=3D"http://www.premierconnections5.club/quiescent-oppressors/17a5b2N395er86F12APG4424l805j40jhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47iQ3omKS5q10MG5m1Wsv">Final Fantasy 15 guide and walkthrough</a></s=
pan></p>=20
<p class=3D"subtitle"><span style=3D"color: #ffffff;">How to tackle th=
e open-world's many quests and activities</span></p>=20
</div>=20
</aside>=20
<p><span style=3D"color: #ffffff;">What Remains of Edith Finch fits into=
the tradition that is often and disparagingly known as the 'walking simula=
tor': you move through a series of environments triggering the next dose of=
narrative. But the genre descriptor flattens what is a rich and inventive =
piece of interactive work. One diorama plays out inside the panels of a com=
ic book. Another has you controlling two scenes at once, split across the s=
cene, using each analogue stick. There is a one-to-one mapping when you twi=
rl the controller to wind a music box, or tear the lid from a tin of peache=
s with a can opener, which stiffens the link between character and player i=
n subtle yet affecting ways.</span></p>=20
</section>=20
<p> </p>=20
<p><span style=3D"color: #ffffff;">Text plays a crucial role in the game,=
too. Much of the script is made incarnate, scrawled momentarily on a wall =
or a doorway. Letters then scatter like dandelion fronds in the wind, while=
sentences flutter like a kite's tail in the wind. These aren't mere animat=
or's flourishes. They contribute to the rich texture of the story, which is=
both novelistic, filmic and something somehow unique to games too. The fin=
al pay-off is gently ambiguous.</span></p>=20
<p><span style=3D"color: #ffffff;">But the broader message, of the power =
stories can hold over generations and the way in which those stories can be=
not only instructive but also restrictive, is fully earned. This is studie=
d, careful world-building and storytelling, and the spell it succeeds in ca=
sting is quite unlike that of any game that has come before.</span></p>=20
<p> </p>=20
<section class=3D"summary recommended">=20
<p><span style=3D"color: #ffffff;">A limited and simplistic pirate adven=
ture, but one with an abundance of character and a thrilling conviction in =
its own ideas.</span></p>=20
</section>=20
<div class=3D"desktop-mpu">
</div>=20
<section class=3D"">=20
<p><span style=3D"color: #ffffff;">Put down the controller and close you=
r eyes: there is no better game on earth to listen to. What do I hear? The =
creak of timbers, the flap of a sail, the thud and shudder and boom of the =
ocean.</span></p>=20
<p><span style=3D"color: #ffffff;">So many of my very favourite things i=
n Sea of Thieves are sounds. There's the wonderful snug internal <em>c=
lonk</em> of the ship's wheel settling back into its full-ahead positi=
on (so subtle you have to <em>really</em> listen for it; at times=
I think I am imagining the whole thing). There's the strained, buckling&nb=
sp;<em>groan</em> of your hull reacting to a dropped anchor when it st=
ill has sails filled with wind. Best of all there's the neat, arresting, co=
nfirmative <em>thwack</em> of a shovel digging into sand and hitt=
ing - something! Something good! A treasure chest! <em>Clonk, groan, t=
hwack.</em> This is a game you play with your ears as much as your eye=
s, and while your eyes get the glorious rolling, thrashing drama of the wat=
ers to look at, your ears get so much else besides. Your ears get the detai=
ling that really sells the fiction.</span></p>=20
<aside class=3D"right no-image">=20
<div>=20
<h2><span style=3D"color: #ffffff;">Sea of Thieves</span></h2>=20
<ul>=20
<li><span style=3D"color: #ffffff;"><strong>Developer: </strong>=
Rare</span></li>=20
<li><span style=3D"color: #ffffff;"><strong>Publisher: </strong>=
Microsoft</span></li>=20
<li><span style=3D"color: #ffffff;"><strong>Format: </strong>Rev=
iewed on Xbox One and PC</span></li>=20
<li><span style=3D"color: #ffffff;"><strong>Availability: </stro=
ng>Out now on Xbox One and PC</span></li>=20
</ul>=20
</div>=20
</aside>=20
<p><span style=3D"color: #ffffff;">That final sound - the shovel hitting=
a buried chest - helped orient me in the early stages when Rare seemed eag=
er to abandon me, thrillingly, maddeningly, to the ocean itself. Sea of Thi=
eves is a shared-world pirate-'em-up, but it explains almost none of its sy=
stems from the off. I chose a pirate avatar, I selected a single-person slo=
op rather than a multi-person galleon to knock about in, and then I spawned=
in a pub on a tiny island surrounded by raging waters. It was raining outs=
ide so I lingered in the pub for a while. I picked up some bananas and some=
cannonballs. I looked for obvious signs of a tutorial. Eventually I wander=
ed into the downpour and found a dock with my boat - presumably it was mine=
- at the end of a jetty. And then I boarded it and set off.</span></p>=20
<p><span style=3D"color: #ffffff;">Well, for 15 minutes I learned how to=
use that boat, and <em>then</em> I set off. Sea of Thieves is no=
t a complicated game, but it is not fond of the helpful mechanical metaphor=
s many games employ to make simple things completely easy. Often, these met=
aphors are employed to the game's overall detriment. Take Battlefield 1. Th=
e tank mission. A cutscene explains how terrifying tanks were in World War =
1 - and how busy. Four or five people inside, all doing separate, inter-rel=
ated jobs in close confines and near-total absence of the necessar<a style=
=3D"color: #ffffff;" href=3D"http://www.premierconnections5.club/necessitates-sandwiches/cd86F23I9l5HKg8610F4425q805n40vhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47SQ3omKS6qyUQ105d0svM">y information. And then you hop in=
to a tank yourself and you're suddenly floating above it omnisciently. You =
steer and shoot and repair the tank all by yourself; the fiction is a sham,=
and while it's a pleasure to chug around so effortlessly you still feel li=
ke, r</a>ight from the start, you've been robbed.</span></p>=20
<p><span style=3D"color: #ffffff;"> </span></p>=20
<p><span style=3D"color: #ffffff;">Sea of Thieves is different. You cho<=
a style=3D"color: #ffffff;" href=3D"http://www.premierconnections5.club/5b16e239IN5a86XQ10N4426A805G40vhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47NQ3omKS5I1F0A5MWPsv/muddlehead-given">ose a quest by placing it o=
n a table in the cabin and then voting on it. Once that's done you head dow=
n to the map room to see w</a>here you're going. The map shows you your pos=
ition in Sea of Thieves' ocean, but this is its one main concession to fant=
asy. There is no mini-map, just this map down in the map room - and it will=
stay in the map room when you leave. You can<a style=3D"color: #ffffff;" h=
ref=3D"http://www.premierconnections5.club/c5f4e2395pxK8612jG4427Mo805j40Ohbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47tQ3omKS5Ug10q5fAUsv/necessitates-sandwiches"> place a circle around your target once you have picked =
it out, but the circle will stay on the map down here. The maps of individu=
al</a> islands you are given when you're hunting for treasure, meanwhile, d=
o not even show your position on them, just the fiction-blooming big red X =
that needs no explanation.</span></p>=20
<p><span style=3D"color: #ffffff;">Good, you now know wh<a style=3D"colo=
r: #ffffff;" href=3D"http://www.premierconnections5.club/a434S2395n_8I611V4t428D805m40rhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47bQ3omKS6E10kHv5Dlysv/quiescent-oppressors">ere you want to go. Now you wind up the an=
chor - it takes a while and it delivers beautifully on the buried, out-of-s=
ight mechanical truth of an old ship - and then you set the sails - how muc=
h canvas you're showing translates into how much speed you can expect. You =
angle the sails to catch the wind if need be and then you head to the ship'=
s wheel and steer, one eye on the comp</a>ass, no eye on the mini-map, beca=
use there is no mini-map. Occasionally, you have to run back to the map roo=
m to see how good your reckoning is. Or if yo<a style=3D"color: #ffffff;" h=
ref=3D"http://www.premierconnections5.club/stepper-Corvallis/e405y23v95S8m6i12Xh4m429o805g40Ihbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47uQ3omKS7i1iO0MR5BksvJ">u're playing with friends you can have someone installed=
in the map room, someone installed in the crow's nest, and people on deck =
to drop the anchor, trim the sails, load the cannons with cannonballs. You =
can do this on your own - it is manageable on a</a> sloop, and wonderfully =
satisfying when it's done well - but Sea of Thieves makes few concessions, =
or rather it makes enough work for you to forget all the basic concessions =
it is secretly making in order to allow you to play this kind of thing at a=
ll. The end-result is that sailing in Sea of Thieves is a reward in itself.=
</span></p>=20
<p><span style=3D"color: #ffffff;">The ocean helps. Sea of Thieves' map =
is roo<a style=3D"color: #ffffff;" href=3D"http://www.premierconnections5.club/c5f5M239D5jV86v10q442ay805t40Khbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47SQ3omKS6VY1U0x6szlUsv/stepper-Corvallis">my and scattered wit=
h islands, each one beautifully crafted, sand glinting with silicate giving=
way to rocks and tufts of wind-blo</a>wn grass. These are places for proce=
dural rewards to spawn - treasure to be pulled from the sa<a style=3D"color=
: #ffffff;" href=3D"http://www.premierconnections5.club/4856uG23v95P8H6V10Q442bp805Q40zhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47sQ3omKS7U10hFpC5RUqsv/dreaming-finesse">nd, skeleton crews to be shattered with cut=
lass or pistol, chickens or pigs to be captured and shipped where they are =
requested. But the islands are not procedural themselves, and they are fill=
ed with little details - a grotto where glowing water laps at the</a> rocks=
, a hammock amongst reeds, a chair and table set to face the surf - that de=
liver a wonderfully characterful sense of the world and its often unseen in=
habitants.</span></p>=20
</section>=20
<img src=3D"http://www.premierconnections5.club/8bd4F2395cR8D511fr442fr805r40Rhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47SQ3omKS7y1HCLi05H2Msv/muddlehead-given" alt=3D""/></body>
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