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Indie path. Part 9/15. How to leave the team and “dismissal”

Who am I, what am I sharing and why you may be interested, indicated in the first post (link).

Disclaimer: I do not tell how to make games correctly, but I tell how I experimented, studied and continue to develop in this direction.

Links to all articles from the series in the application.

For most indie teams, the shift change is a very painful and difficult question. Almost all employees bear unique responsibility for developing their part of the game. Therefore, the departure of such people is like a divorce in the family. The part that performed an important function is lost. Part that is difficult to replace.

That is, the departure of such employees from the project is a risk in terms of management. What to do with it?

insure. We start a folder with “reserves”. Add there those who are potentially useful in the future. This will be our insurance in case of the departure of the Sopartians. One left, the other was called.

minimize. The method works well here: do not put all the eggs in one basket. We take two or three people for one position and divide the difficult work into parts between them. We help them work together, provide constant communication and exchange of information. Here the role of PM-A, which I wrote about in the 4th chapter, is increasing and about which I will talk a little later. If, for example, several people work on the project, for example, the departure of one of them will not entail the stop of the working process. The second picks up the left tasks and can perform them until some point. For example, so we had with a 3D model: when a person who was engaged in the creation of fighters for the team left, Maxim immediately stood in his place, who worked in conjunction with the departed. At the same time, Maxim took up the systematization and tuning of the shareholders on the rights of the “senior” on 3D. So we began to rebuild the sane Piplaine on modeling. Which in itself is a way of minimizing risks, which I will write more about in the future (in the eleventh issue).

Reject. This means that sometimes the risk is far -fetched. For example, I can worry that someone who is presented in the only person will leave the team. In such a situation, I usually try to constantly keep in touch in order to feel a person better. Most often, communication allows you to understand the mood of colleagues and stop paranois. That is, I just accept for myself that no one is going anywhere and everything is ok.

Just accept. Well, or just “score”. Put, so to speak, https://prive-casino-uk.org/login/ at this risk of bolt. There is no time, not a key position (ideally this should not be), stop steaming, since there are more important things. I weigh the importance of the issue and, if at the moment I do not have funds to change the situation, I do not twitch. I let it go a gear if, of course, everything does not mean that “a bicycle under you is already starting to burn”.

I have listed some tricks that I use myself. But there are much more of them. I am sure that each manager has its own set of methods that work in combination with his control style.

Thus, we come to the idea that although the terms of personnel are inevitable, but it can be controlled with it. Today, every second person has changed in our project, but this did not become a verdict for us.

People leave for a variety of reasons: fatigue from the project, found something more interesting or better for themselves, changed the pace of life, priorities, started a child, and so on. Often a pity to part with a person, but the opposite happens. We had this with a certain type of experts: a candidate for a position comes and leaves after 3 months. We find a new one, and he starts all over again. Then after 3 months he leaves. Then a almost zero person comes to his place and for almost six months composts the brain. And only in the spring of 2020, 2 people came to us at once for this “position”, and both are now working for the joy of everyone. I will not call names, our guys already know about who I am, but for those who are out of the contour: do not be afraid of personnel turnover. If you feel the need, then do not hold on to one person and “dismiss”. Examples of situations when it is time:

These tips cannot be accepted unambiguously, there are always the specifics of the situation. But these signs are the first bell.

At the start of cooperation, it seems to everyone that together we will release the X-Com 2 clone in a couple of days. In practice, everything is different. But if the candidate has additional internal motivation, if you have an excellent relationship with him, if he already becomes a friend, then everything will turn out. Look for associates and like -minded people in Indie team. Sometimes it’s more important than a good specialist who will professionally close your needs for art, animations, code and the like. Such guys will not leave, and you will not want to “dismiss” them.

More specifically about nasty.

IMHO: The most difficult side in the process of managing the personnel is to put out the door. It is easy and often pleasant to accept a person to the team, but drive away is a potential scandal and stress for both sides.

The task of the leader is not only to announce to the person that it is time to say goodbye, but also to deal with the risk of “damage to property”. The manager always needs to take responsibility for dismissal. He is obliged to intelligibly and truthfully explain to the dismissed why there is no way to work together further. Everything must be done so that a person leaves the project without resentment. And if he would be offended, then it was for the leader, and not for the entire project as a whole. The leader in this situation is a thunderbone.

How to do this, everyone decides. I did not reveal the perfect formula, except for one: to record all the moments on which claims accumulate and honestly, as openly as possible to declare them if the situation requires that. Although in most cases it does not reach. Nevertheless, if you gained more or less normal people into the team, then they themselves will not want to quarrel at the exit. But by a bad outcome you need to be prepared.

Let’s recall the role of PM-A, as well as the need for the basic regulation of the dismissal process. If the management decided that we are dismissing a person, then our PM immediately picks up this task and begins:

Conduct a procedure for passing cases: takes the materials created by man while working with us. Unless of course the latter does not mind;

All this must be done clearly, according to the list. And if the person’s departure was not in a “friendly” manner, then you need to turn it away from the system quickly so that there are no extra temptations to harm. It is here that a pre-built system for PM-A is needed, which, by the way, he himself can develop. There is nothing complicated in it, this is not Rocket Science. Precaution, but not our main style of behavior.

The period that I was visible: April 2019 – August 2020.

Do not be afraid of “leaving” from the project. The rotation of personnel can be very useful: it is a change of stagnant blood, a new vision, new enthusiasts, a fresh look.

Fight the risks from leaving and will not have serious consequences. In our project, 61 people took part in our year, of which 30 work now. And everyone brought us knowledge, experience, everyone helped focus on the main.

Be prepared to make decisions yourself and bear responsibility. Especially at the time of dismissal. This should be done by the head of the team. Do not shift this responsibility to anyone, no matter how disgusting it is.

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Video review: “Binary Domain” – just a good cyberpunk shooter

Large classic third -party shooters in recent years have been experiencing far from their best period. Deserving attention of the large -budget games of this genre (without any impurities, like an open world, elements of a horror and other add -ons leading from the essence of additions), you can count on the fingers of one hand. Therefore, lovers are simply to shoot in everything around with a look from the back of the protagonist more and more often have to return to the already passed projects and that at one time was overlooked from sight. On the other hand, such a deficit within the framework of the genre gives a chance to such a half -forgotten, but memorable and original games, as the culprit of our today’s conversation, to receive the attention of the attention of them on the release.

Unlike the same Hideo Kodzima or Shinji Mikami, the Japanese gamer -in -law Tosikhiro Nagosi, which is not so famous for domestic players, boasts by no less impressive experience of developing and loud projects to which he put his hand. He began to work in Sega back in the late eighties, he managed to take the most direct part in the creation of such popular racing series as Virtua Racing and Daytona USA. He worked on the legendary Shenmue in those years and many parts of the franchise about the blue ultrasound hedgehog Sonic. However, the general public primarily knows him as the author of the line of entertainment games Super Monkey Ball and one of the fathers of the cult series Yakuza. The versatile interests of Nagosi and the willingness to take on something hitherto unexplored have always been his business card. Therefore, it is not surprising that among the Japanese developers, who often did not risk launching large new franchises, it was he who was one of those who still decided to take up a large -scale, original project in the genre unusual for himself and the genre atypical for the country of the rising sun.

Nagosi – all hands master.
In many of their interviews, which stated that Western shooters who managed to achieve incredible progress in design and gameplay mechanics are still extremely primitively approaching the emotional side and depth of the plot, Nagosi in his new game planned to rely on a cinematic, well-set story;non -standard and exciting history;real drama and interesting philosophical issues. Having reinforced all this with bright, living characters-partners and an unusual system of direct interaction with them in battle and beyond. Implying the construction of mutual trust and establishing ties with each of them individually. At the same time, the gameplay component itself and of course the shooting should have remained as peppy, funny and fascinating, being implemented at the level of the best representatives of the genre. Orientation on the big world, rather, even the Western market from the very beginning lay the foundations of the game. Unlike Yakudza, this time Nagosi planned to attract maximum attention of the audience outside his country to the project. Having offered her a kind of alloy of cultures, where Europeans and Americans act as the main characters of history, but all actions take place in Japan. Even the capture of the movements and directing of all Katsen was engaged in Western specialists hired by Ryu Ga Gotoku Studio for these purposes. So Binary Domain was born, which managed to realize most of the ideas of its author and sunk into memory to many players.

Given the traditional proximity of modern Japanese culture to the cyberpunk genre and a mass of cultural works in the field of anime, cinema, and of course, the video game created in this country, the choice of nagging of the anti-utopian, gloomy future for its new project does not seem at all amazing for its new project. In addition, as is usually the case with developers from this part of the world, in the history of the game there were no direct references to global world events, neat statements on acute topics and a typical self -digging for the Japanese. Cautions and suggestions to think about how our tomorrow can turn out. After all, the world of the future in Binary Domain with its total inequality, complete devastation, flooded continents and changes in the climate became an echo of real social shifts, financial stratification and natural disasters of Japan. Unconditionally caricatured and hyperbolized, but perfectly reflecting social and economic trends not only in the homeland of Nagosi himself, but throughout the globe of balls.

Decent upper Tokyo.
World warming, casinopalm.net destruction and flooding of most of the cities of the Earth, entailing the death of millions of people. International corporations have gone roots in public administration of many countries. Developing by the seven -mim steps of the technology of the late twenty -first century, which became a good for endowed with power and carrying death and extinction to all the rest. The new cities rebuilt thanks to them on the wreckage of the old world. And as the most striking example of the peak of inequality – the upper part of the closed Tokyo with beautiful light avenues and a cafe in the open air and hiding in the darkness, immersed in chaos of his underworld. Became a shelter for Amad, fighting with the local corporation and its robots of resistance and trying to survive the poor people. Where even children have to engage in murder and looting in order not to die of hunger. It can be said, the reference embodiment of all Cyberpunk canons. For sophisticated lovers of this genre, probably even too much. Fortunately, this is compensated by the rapidly developing story of the game, an abundance of humor and perky gameplay.

“An empty child”.
The plot of Binary Domain starts in 2080, when the world’s largest technological corporation Bergen is an unexpected attack that practically suppressed all competitors in the world. The attacker is the so -called empty child – a humanoid robot, the development and production of which, for moral reasons, were prohibited by the Geneva Convention a decade ago. It turns out that it is no different from ordinary people and that the worst person herself, who is aware of himself, android received US citizenship thirty years before the company who had played in the action of the tragedy in the action of the tragedy. This fact and the fact that the most advanced American corporation, even close to a similar level of technology, can hardly analyze its nervous system, causes huge fears of the government of the country. When such empty children are found in the highest echelons of power around the world, suspicion falls on the Japanese corporation of Amad and its founder. Many years ago, Bergen accused of the theft of technology, but the lost court due to the interference in the case of high-ranking patrons of a competence corporation. To get to the bottom of the truth and find evidence of the connection of Amada with prohibited Androids to Japan urgently send an international military detachment consisting of special units of different countries. Which will have to quietly penetrate the well -protected territory of the company and find out the truth. With the arrival of the colorful American duet to a huge dam on the coast of Japan and the game itself begins. Sweet couple in the person of the protagonist Dan Marshall and his partner Big -mane Big Bo in the manner characteristic of the brave fighters of the United States naturally immediately falls into an unplanned ambush. Pull them out of these troubles and help to get to the place of general collection of the entire detachment to the player himself.

Habitual shooting due to shelter.
And literally from the very first minutes of gameplay and several shootings, it becomes clear that we are dealing with the classic “Chemberlen answer”. After all, by no means in vain in the West, the game after the release was quite deservedly christened by the Japanese Gears of War. Epic rifts and shelters, like the main game mechanics. Blind shooting because of these very shelters and short run between them. Moderate arsenal of useful weapons and grenades to one degree or another. Huge disproportionate trunks and selected from enemies are completely monstrous guns. True, unlike this popular, Epic Games Binary Domain TPS feeds boasts somewhat increased speeds of everything that happens and the number of maneuvers that the player will have to perform, as well as much greater gameplay diversity. And in general, chaos, which often occurs on the screen, comes out a degree higher than the well -deserved source of inspiration. A large number of interactive and destroyed surroundings, gas cylinders, barrels and shelters. Shots with an enhanced energy charge for clearing passages and quickly eliminating crowd enemies. The use of baits to divert the attention of iron boobs and destroy them using grenades of different types. Given that throughout the game to meet in shootings, the Marshall detachment will have to exclusively with the security robots of the Amad Corporation (various configurations, sizes and classes, with its own set of weapons and protection), then the selection of proper tactics and the use of all available equipment sometimes become vital.

Of course, the creations of engineers of the future cannot boast of a particularly developed artificial intelligence, but they are easily able to crush with mass and continuous overwhelming fire. Very spectacularly flying away from shots into pieces with electronic filling, gradually naked under armor, with perseverance worthy of the best will be the best to go forward. Often, making crazy races behind the back, imposingly sitting up behind the player’s shelter or with shooting legs, timidly running forward. By the way, the ability to partially divide ominous iron can sometimes play a plus. Indeed, instead of messing up with a group of opponents, it will be easier and easier to shoot the heads of a couple of them and those, having lost the opportunity to navigate in battle, will begin to plant all around and primarily in their former allies. Opponents with shields, highly armored enemies, insect -shaped robots, especially healthy machine gunners, flying bots, landing and a whole bunch of other types of pieces of iron, diversify the whole thing. The farther the plot, the more fun. Therefore, we can safely say that the main gameplay mechanics of the game, namely, shooting does not bother at all. Robots spectacularly fly away from explosions, recoil and hit are perfectly felt.

Typical “Hell and Israel” on the screen.
In addition, the occurrers very cheerfully and preventing skirmishes with opponents who do not get bored are constantly interspersed with other game activities. Swims in sea water and hide and seek from security bots. Laps on gutters at frantic speed with dodging obstacles. Runes under wild rockfall with “good old” QTE. Water motorcycles on tunnels and sewers. Crazy cars by car along the highway with shooting wheel robots and flying drones. Pursuit on the roof of the train with a bunch of enemies. Salvation of partners from faithful death, during which you will have to break through the crowd of iron. Control of a giant robot storming the hordes of opponents. Interaction with the environment and mechanisms for promotion by locations. And of course the classic holding of the waves, and fights with huge bosses. Which, according to the developers, are very important for games in the Shuther genre and on which a deliberate large bet was made. And it really catches your eye. Methods of struggle against each of these gigantic communities are significantly different, like the battle conditions themselves in completely different decorations. To defeat some of them, you will have to use interactive environment mechanisms. Others need to climb on the head using vertical and distracting maneuvers. Here you have the flying collars, accompanied by a smaller Robots, and completely indecent sizes of a mechanical spider, which will have to shoot limbs one after another. The battle with a gigantic furious loader, an escape on the van along the city streets from the monstrous Karbaras with huge wheels. Incredible sizes of a chandelier with tentacles and even hell knows that. The battle with each of the bosses takes place in several stages, and some of the particularly annoying giants will continue to return as history develops.

Not the largest representative of local bosses.
The cherry on the cake in all this disgrace, of course, are partners and the interaction with them promised by the team, both during the shootings and beyond. Breaking through an ambush on the dam and got out to the lower city of Marshal and his comrade meets three more fighters of an international team sent to investigate the actions of the Amada Corporation. British Charles Gregori and Rachel Townsend, as well as Chinese sniper Fei Lee Lee. A little later, in the plot, a robot named Kain is joined by them, the only surviving member of the French unit, unsuccessfully landing on the enemy territory. Very different heroes with their own characteristics. From this moment, the player will be free to decide – whom to take with him for the next mission, and whom to determine in the second compartment, which will move in parallel. Each of the partners, who has his own character, preaches his own style of fighting and prefers weapons of various types and range, which should be taken into account during the formation of the detachment. In addition, in Binary Domain there is the possibility of pumping characters using special nanomash. Found on locations or purchased in special vending machines scattered by the levels of the game. Where, in addition to them, you can purchase the improvements for weapons, new trunks, ammunition, grenades and other sources necessary as air. The player will willy-nilly will have to focus on upgrades and pump the indicators and equipment of certain members of the detachment. After all, to bring to the maximum everything and everything will not work out in any way. The characters themselves will react differently to the decisions of the protagonist and offer various options for the action during clashes. Come in from a certain flank, cover up the daring offensive by Marshall from afar, throw the enemy with grants or support them with fire when they themselves rush forward. At the same time, encouraging his commander, admiring his successful maneuvers or, vice versa, criticizing the rash. Not very wide, but still in the game, the team system exists, including for reactions to such initiatives and phrases of allies.

Teams to partners during the battle.
Although, first of all, it is of course intended for tactical maneuvers and coordination of the actions of the detachment. Send partners on the attack, gather everyone around the protagonist or ask to share a first -aid kit when Marshall is dumped from their feet. All this is accompanied by constant jokes and jokes of each other’s fighters, small dialogs right during the battles and in the breaks between them. Answers to questions and jokes of partners and the player’s behavior on the battlefield gradually form the attitude of a character to him, which can always be traced in a special menu. Correct commands, personal courage and a large number of destroyed enemies in a short time positively affect the status of a commander in the detachment, and fire in their own and failure to comply with joint tactics reduce respect for it. Although, of course, there are their nuances, such as the completely opposite reaction of different heroes to the same phrase of the protagonist or the decision made in battle. In addition to quite obvious consequences, this whole system of partners and reputation has another interesting property. Depending on who is currently in the detachment and what characters have the level of trust in the main character, combat situations will differ somewhat, some unique scenes and other differences in the passage will appear. True, some very radical fork is not worth expecting, and the main story of the game certainly will not change. Nevertheless, it is pleased that the establishment of relations and interaction with the allies is built in such a way that all the dialogs and the change of mood of the heroes do not occur in individual fragments of history, as if divorced from the main gameplay, but are woven both into the fighting unit and peaceful walks, and into plot cades. There is even an important love line for the main story of the game.

Establishing relationships in the breaks between shootings.
It is lively, memorable characters;high -quality cinematographic production;The frantic pace of the game, from time to time diluted with calm segments with the ability to study the world and chat with neutral NPC and atypical for projects in this genre, questions raised as the plot develops and distinguish Binary Domain from many other shootings. Nagosi did not at all shouted in his soul when he declared that his game, in addition to high -quality, hurricane gameplay, would focus on an interesting story, philosophical dilemmas and force the player to empathize with the heroes on the other side of the screen. At the same time, in the correct proportions, combining serious topics and thoughts, with humorous elements and military bravado. One robot Kaine who speaks with a strong French accent, leading the car like a crazy, masterfully shooting his brothers from two pistols in Macedonian and non-stoply pouring jokes of what is worth. And in general, good -natured humor in the game is more than enough. Fucking conversations of the healthy Big Bo, from which the ears of the detachment wipe the ears. The caustic remarks of other fighters about typical manners are too confident in themselves by the Yankee. A little toilet humor and ridiculous scenes in the style of anime. In contrast to this, Binary Domain affects a lot of classic questions for cyberpunk and other serious topics. The tragedy of “empty children” aware of themselves people. The dilemma about what life is, about the difference between people and their creations and the unexpected results of their union. Mechanisms of thinking of artificial intelligence and its differences from the human mind. And even the concept of symbiotic reproduction of robots using the resources of the human body in the style of “software” of Rudy Ruker’s “software”. A peculiar mixture of the “Running Blade”, “Crycons” and “Scraper” from the Japanese genius known to everyone. The influence of the cult Cyberpunk Adventure in principle can be traced quite strongly. In the form of extremely similar storyline elements, some of the scenes clearly inspired by him and even familiar motives in the soundtrack of the game.

French robot Kayn is one of the most colorful characters.
True, unlike the meditative and atmospheric legendary quest, the eighty -eighth year of Binary Domain can rather characterize as a kind of Zalikhchikh fantastic action movie. With an interesting presentation of the plot from different points of view. Alert electronic soundtrack, remarkably maintaining the pace of what is happening. Excellent production of Katsen, revealing the details of the world, the individual and motives of the parties of the protagonist. A clearly tracing arc of the character of Dan Marshall himself, his development within the framework of the story and even a small drama for the final of the plot. Nothing extraordinary and incredibly deep. Just a very pleasant, albeit somewhat secondary story with interesting questions and possibly too simple answers. Not without a typical Japanese game with impaired logic of actions and excessively hyperbolized reactions. But demanding another from a shooter (albeit a claim to something more than a thoughtless shooting of thousands of iron boobs) would be simply stupid.

Yes, and to call Binary Domain just the perfect tongue will not turn. Not all of his gameplay mechanics work as planned. To get rid of the long shooting of the waves of the opponents, despite all the attempts of the developers to diversify the passage unfortunately, it was not possible. Small partners often climb under bullets themselves and complain about friendly fire. And the system of answers and interactions with them, whatever one may say, turned out to be quite conditional. Rather, giving an interesting, but unknown concept with uniform options for reactions and not too much consequences. Plus the management of the Allied with the help of voice commands, which was declared as one of the main chips of the game, does not really work at all. There are enough other unpleasant little things. But all this is more than compensated by the extremely pleasant shooting, a variety of gameplay, interesting bosses, charismatic characters and a plot, still trying to dig a little deeper than usual. This is doubly offended that the game, which received quite positive reviews of the press and players, did not gain success at all. And even her fast release on a PC after entering the consoles did not particularly fix the situation. A fat hint of the planned continuation in the scene after the credits and the interest of the creators to take up it, for a year now, for a year, the unwillingness of the “segi” to sponsor and publish a sequel. It remains only to believe that once again sorting out the franchise in the bastard of the franchise, this Japanese company will risk re -investing in the ideas of Nagosi and its studio, which continues to produce quite profitable projects.

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Undeservedly forgotten one or review on Act of War after 15 years

Start a review of this RTS, I would like to be a brief introductory- yes it is a clone of generals, not complete. Yes, Act of War adopted a lot from the above part C& C, but also brought its own characteristics.

I’ll start with them: firstly, in addition to the usual way to get money from oil production, Act of War offers to rob banks (well, how to rob simply place the infantry in the bank and they, sitting in the building, gradually bring us income), and as for me the most interesting way to extract money in the game captured for each captured we get $ 500, plus for the maintenance of prisoners

A special camp, sitting in which the prisoner will bring $ 50 per person. But an interesting approach to the extraction of funds is not all that the game can surprise us, in Act of War, much attention is paid to city battles, where the infantry can not only occupy buildings, but also to clean them, not all the damage is taken over and a successfully launched shell can kill the insolent who thought well was hidden. It is best to talk about the third feature of this game on the example of fractions, to which I propose to go.

I propose to start the analysis of www.casinobetti.net/ fractions from the US Army. I will not list units of units and you can easily call it yourself, their main feature is the extensive aviation park, unlike the “turntables”, the planes here are an active ability.

The next faction is the shock group “Claw”, the main faction in the company, have the smallest set of units. But everything that is not infantry is subjected to a good modification or can even change weapons right on the go.

And the extreme fraction is a consortium, local Russian terrorists. At the first level of development, third -rate infantry and armored vehicles are used, but cheap. But already at the next level of development they turn into an army of the future, begin to use stealth tanks and (as for me) the best artillery in the game.

The plot’s plot can be described with one phrase “American special forces catches the evil Russian Yegor”, the story itself is really primitive, we are simply worn around the world and put our feet forward everyone who does not think well about American politics (I don’t go a joking in the game, where we will be ordered to set aside the hunting for terrorists and ensure oil production) . The plot saves videos with living actors and dynamic and interesting missions.

I will describe graphics and sound in one paragraph, for talking about them will not work for a long time. Picture Typical 2005

the eye does not cut and okay, the effects look very decent, but today it is already completely outdated. Music: Only the topic from the main menu is remembered, the rest is so back.

Summing up all the written we get a good, but very averaged RTS, even with interesting economic mechanics, but without a unique feature, even local super weapons do not save (up to tactical nuclear missiles, they didn’t get into the main text because they do not change the gameplay).

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彼らが彼らの内なる世界を開くのを手伝ってください

今日の人生のハードリズムに含まれている私たちの子供たちはますます散らばっています、教師と哲学者のジャック・デ・ペンダント州. あなたの子供を助ける方法? 彼に彼の内なる世界に目を向けるように教える、生きる内なる生活.

高期的な子供は集中することができず、新しいものや印象だけを受けようと努力していますが、それはすぐに魅了することをやめます…この説明は否定的すぎるかもしれませんが、子供の心理学者、教師、保護者は毎日、一般的に現実に対応することに注意してください. 欠点は何ですか? 私たちの(そして、したがって、彼らの)人生のデバイス – 公共、家族、学校。. 幼い頃から子供の発達を加速しようとしている親は、過負荷モードに含まれています. 「子供たちのほとんどは、今では自分の「私」の外にいるかのように住んでいます。. – 学校と自宅の両方で、彼らは自分自身に1分間捧げることなく、あるタイプの活動から別のタイプに常に移動します. 外部のインセンティブは、すべての内部スペースにあふれます!「哲学者と教師は何が起こっているのか心配しています。なぜなら、今日の子供たちは注意障害に苦しんでいるからです. 外の世界に向かって過度に向いている子供は、より深刻な危険にさらされています。彼らはあらゆる種類の依存関係の犠牲者よりもはるかに簡単になります. 子供が外部の影響力に大きすぎる場合、彼は自分の内なる世界を調和して発達させることができません. しかし、それはまさに彼が独立することを学んだ彼の性格の内部リソースのためです.

「内なる世界は抽象化ではありません。それは私たちの現実であり、私たちの発展に必要な条件です」とジャック・デ・クロンは言いました. – これは、退屈や不安に苦しむことなく、子供が自分自身と一緒にいることを可能にする精神空間です. その中で、彼はユニークで実現する性格として、生涯を通じて、幻想、感じ、反映、研究を作成します。」. 教師は思い出します:教育は子供を独立に導き、自由に備えるべきです. 「私たちの消費社会は結果に焦点を当てています。それは、主に「持っている」と「do」という2つの行動に人を奨励しています。. 学校で教えられた主題のほとんどは、子供の体と想像力の両方を残します – https://yakuzaishop.com/drug/super-avana 実際、彼は自分自身である. したがって、彼の内なる世界の発展に毎日世話をするのは親です。」.

例を参照してください

「両親が自分の内なる世界の重要性を子供に示す方法、彼ら自身が外部の世界のみに焦点を合わせているなら?「 – ジャック・デ・ピゴロンの質問を提起します. 現代の家族の生活は、互いに置き換えるテレビ番組の背景に反対し、物質計画の会話(仕事、余暇、買収)の会話に反します。ゲストが行き来しますが、より深いコミュニケーションのための時間はありません. このような環境では、私たちが自分の「私」に触れることは困難です. 子供は一人で一人で過ごす時間を楽しむことを学ぶ必要があります. 彼の内なる空間を拡大するクラスからだけでなく、彼は何もせずに夢を見たり、読んだり、音楽を聴いたり、描いたり、ただ座ったりすることができます. しかし、これは必要です. 彼の親relativeが定期的に、そして同じように時間を過ごすことができるように!

あなたの体を実現してください

「人が自分の体の外に住んでいるとき、彼は自分自身とのつながりを失います」とジャック・デ・キャンクスは強調します. – 机またはコンピューター画面の前で、子供は身体的な感覚から切断されます。. その結果、彼らは情報を知的にのみ学習します. レジャーの種類も、結果を得るためのツールとして身体が機械的に使用されることにも欠陥があります. 「だからこそ、勝つために必要な伝統的な身体運動やゲームと並行して、子供たちは5つの感覚のいずれかが関与している場所でも提供する必要があります」とJacques de Kulon氏は言います。. – 裸足で歩いたり、手で生地をこねたり、目を閉じて音楽を聴いたり、心地よい香りを吸い込んだり、ゆっくりと果物を試してみてください… 彼の身体的感覚と接触すると、子供は自分自身に会い、自分自身を積極的な俳優として認識し始め、自分自身を信頼し始めます.

想像力を発達させます

「テレビをすべてのトラブルのソースと見なすべきではありません – 写真が早産であり、言葉が解放されていることを忘れないでください」とJacques de Cynはアドバイスします. 子供は閉じた目でおとぎ話を聴き、仮面舞踏会の衣装を作り、おとぎ話のキャラクターを思いつき、音楽の抜粋を聴きます…これらすべてのクラスは、定期的に(週末や休暇中に)彼らに注意を払うなら、普通の消費者から新しい画像や世界の作成者に変えます. 彼の想像力の力は、彼が一人でいるときに退屈や不安の感覚から逃れることを可能にします。. 積極的な想像力は心を柔軟にし、好奇心beします – 結局のところ、それは私たちに知られている世界の境界を押し広げ、あなたが発見をすることを可能にし、発明することを可能にします.

しかし、自分自身を表現するために、自由に、そして喜びをもって創造するために、子供はこれらの活動が彼が「彼のスキルを向上させる」ためではなく提供されていると感じなければなりません。. あなたが今していることをするために、喜びを持って最良の戦略です.

自分自身を怠慢させます

今日の人生では、活動のカルトが支配的です. 私たちは哲学者のミシェル・モンティーンから遠く離れています。ミシェル・モンティーンは、怠idleが「自然であるだけでなく、最も素晴らしいクラスでもある」と信じていました*. 人生の最初の年から、この意味での私たちの子供たちは、特に両親から強い圧力を受けています. 「物事を押すことに続いて物事の論理が続くことを忘れています」とジャック・ド・カウンストは警告します. 彼は思い出させる:自分の性格を構築し、独立するためには、子供たちは経験に不可欠です. 両親、大人は子供を過負荷にして、学校の仕事と一緒にアクティブな余暇で彼らをbeります… 1つの目標で – 自分の不安を軽減するために. 退屈して、さまようアイドル、何かを夢見ている – すべての「怠idle」のためのこれらのオプションは実際に生産的です. 体と心はリラックスして、外部のインセンティブからリラックスします. 外部から情報を受け取ることなく、子供は「分離」、外部からの分離、したがって独立性の経験を経験しています。. 彼が彼の真のニーズと欲望と接触することができるのは、これらの自由で洗われていない瞬間です。.

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Deus vult! Review “Templars: Knights of the Temple: Infernal Crusade) 2004

While the industry has relative silence and eternal transfers, I decided to recall the past. More precisely – catch up. I was looking for suitable Action/RPG of the past, and came across a game that was not related to the RPG genre. But she could easily attract my attention. The game is called Knights of the Temple: Infernal Crusade. In Russian translation – Templars: Crusade.

The game is similar to original resident evil. At first, seeing the camera in the game, I remembered the classic Japanese Survival Horror’y. Gameplay also causes certain memories. Unless firearms are replaced with swords, axes, onions and a mace. And the atmosphere here is no less gloomy, but not from the very beginning of the game.

Going to hell

The plot immediately makes it clear what is wrong. The hero states that the bishop, who should have his lover, died several years ago. And in strange circumstances, a friend gives us a note with the text “God’s Man – Devil”. Despite this, the first chapters of the game seems to be a fantasy action. We are fighting with crazy monks who do not have much resistance, and get acquainted with The combat system of the game.

The fighting impressed me. Especially the animation of the character with weapons. The hero’s movements look very realistic. It’s difficult to finish the lying opponents, turning around – it is difficult to imagine what impressions this would make on me in 2004. But even now I remember animations. Her g-g, even in Elex Animations look worse, although the game was released in 2017 (with all due respect to the creators of Gothic).

The occupation of a high position does not give superiority in battle. And sorry

To be honest, I can’t imagine how a modern young gamer can start playing this game. For those who did not find the first parts of the Resident Evil, such a camera and management will be an extremely frightening factor. But, if you found the first parts of Re, and also remember what Dino Crysis is – everything will be clear here. Surprisingly, the change of firearms to the sword looks very much even nothing. Mainly due to the implementation. Gameplay in the game works as it should. The battles with some rivals look very cool, like some kind of duel. Alas, this does not apply to demonic opponents.

Levels in hell with a nonukcasinosites.co.uk/review/slotsamigo-casino/ first -person camera look just like Painkiller!

Fighting people, the player feels that the enemy is struck. It immediately becomes clear that it is wounded, and the combo can be continued. Therefore, hostile knights and Saracens try to block blows. But by hitting a demonic creature, you will not feel such a feeling. Big Hell creatures strikes damage, but they will not give a microan. Therefore, to make a combo against them is useless – a demon can hit at any moment and bring it down. The best tactic here is to block and apply a special forar when the enemy opens. Fortunately, most of the game had to fight people. Therefore, ultimately, the gameplay gave me incredible pleasure, albeit partially because of some kind of nostalgia. But a significant minus has become for me Keyboard management.

The randomness of actions

It is worth telling about him in more detail. The character moves on the arrows, blows to Q and W (fast and strong, respectively), block on E, and R – apply. In general, not bad, obviously not the level of the port of Resident Evil 4. Problems begin when special blows and prayers go into business. There is something incomprehensible, reminiscent of memes about the game on the incarnator in Dota 2. Specialsar is a combination of TAB dumplings and one of the character keys (QWER). Prayer is the same (gap + q, w, e or r, respectively). As they pass, combo-doars will open-a combination of a regular and heavy blow. And, when you fulfill the combo, at the same time you think to make a specialist breaking through the block, and before that I used the prayer of healing – everything starts to go not according to plan.

I never managed to find out the secrets of the Saracens.

You begin to press the buttons chaotic, and in order to activate the necessary skill, you need to remember what prayer or blow are tied to which key. And these blows and prayers open as if you pass. Only a little later. For example, the last prayer is available very close to the end of the game, so I never used it really. But the prayer of healing, which is given first, will be on your machine from the middle of the game. This applies to the specialzudar that breaks the block. Perhaps the problem is only in me, but I was constantly confused in the keys. Then making the wrong special receive (which is not scary – endurance is restored automatically), then confusing prayers (which is more critical, because the magical power of the hero is not automatically restored). Even after passing the game, I cannot confidently say that I got used to management. The game also reached the PlayStation 2, GameCube and Xbox. I think the management was slightly more convenient at the gamepads.

Bulava, sword … What is the difference?

Perhaps one more minus I want to note the meager diversity Combo-units. The game has three types of near -battle weapons: swords, axes and maces. And all combo is the same for any weapon. This is very strange, because in the last game developers, ENCLAVE, there was a greater variety of weapons and blows. On the other hand, this can be justified by the fact that we play for the crusader who studied the ownership of the sword and adjusts his skills to the weapon falling.

Finding new weapons, the character replaces the old

The game has the possibility of archery. When using it, the camera switches to the first -person appearance, and it becomes impossible to move. Such convention is justified by the incredible force of onions – hitting the head immediately kills even the enemy in a helmet. Just understand when you hit the head, and when not, it is not always possible. Sometimes it seems that here it is – a direct hit, and the enemy continues to go to you. And if the enemy comes close to you, it will become almost impossible to get into your head. But still, the power of onions is better not to underestimate. He can help defeat the quickly boring enemy, with proper use.

Near the texture are not impressive. But the water looks good

Evaluating the graphics now, in 2020, is difficult. There is for me 2 type old games. In the first type of schedule, it does not withstand the test of time: everything is too clumsy, angular – playing is not comfortable. In the second type of graphics, it is out of place, but it still looks adequate – in the locations it is clear where to go and how one differs from the other, the textures do not cut the eyes, and to complain, except for old age, there is nothing to do with it. I attribute Templars to the second type – everything looks good, the graphics are still not bad. Here are just the katsets in the game are created in minor resolution (looks like 360p). They stand out against the background of the game itself with a rather mediocre picture, but there is nothing to do with.

The “jackal” bishop in the “shakal” quality from the katsen

As a result, I can safely say that Passing the game brought pleasure. It was nice to return in time and play the knightly action, not burdened with fantasy theme (albeit with a large degree of supernatural).

During prayer for the character, no one attacks

Let the game not become popular, it seems to me a worthy and interesting project for that time. For passing once – the most. The game will not surprise you with a confusing and intriguing plot or incredibly deeply spelled out characters. But gameplay is at least interesting. An unusual combat system, along with the animation made by capture of movements, do their job, and everything is played cheerfully for that time. I recommend Try all lovers of knightly action games.

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Deadly battle

I ended later, I just had a terrible dream, I have a monstrous foreboding. What to do? No, what is happening? Yes, this is what will be a true question. Will it really come true? Yes, unfortunately, this is so, everything came true. I am in deep despair, I keep a note with the inscription: “Liu, your brother is dead. Return home “. I am to blame for everything, I left him, I left him just as my parents left us once, I was a non -insignificant, and not a brother. We need to go home, to grandfather ..

It is hard to imagine what was really happening in the head of the poor Liu Kang. To lose your own brother, whom you always tried to protect, taking an oath after the death of your parents and not to fulfill what was promised, this is, first of all, a tangible blow to yourself. Yes, “Mortal Kombat” is not just some kind of fighting, it is a whole world, and the world of this game can boast of good, exciting, and most importantly-a rather thoughtful plot that many games that do not make sense can envy. For the entire game industry of the 90s, this game was a real breakthrough, the game struck without leaving a single indifferent soul. Not only was it the first bloody game, but she could also boast of many characters, each of which possessed her own fate, habits and, of course, crushing brown techniques – Fatality or somewhat absurd, for example – Friendship. These techniques, as one of the main distinguishing features for Mortal Kombat.

It was for me, like in delirium. Is everything https://nonukcasinosites.co.uk/review/1red/ all right with my brains personally, and who it was? Who terrorizes my grandfather and all my people? Really, this is the god of thunder and lightning? So this or not, but I must, no, I am obliged to avenge the death of my brother, and therefore I accept the challenge, I will risk representing the earthly kingdom in this strange tournament. I am still pursued by terrible visions, I wake up from endless nightmares. Feeling guilt for the death of his brother is overcome, I can’t do anything about it. So, you need to go to the assigned place to be sent to the tournament.

After the success of the game, the filmmakers decided to transfer the entire game world to our screens, providing all the furrows of the reign then still starting their directorial career of the floor. WITH. Anderson. The young director accepted this proposal as a challenge, as an opportunity to demonstrate himself and his talents. Anderson clearly understood what exactly was needed in order to transfer the game to the screens, having bet on the plot of the game, without adding almost anything, without removing nothing. This was the right move, because there was already an interesting story, it remains just to adapt it. The adaptation was a success with a bang, Anderson was able to feel what kind of atmosphere is needed for this action, filling almost every frame with unforgettable mysticism, chaos and some irony.

Who are all these people? I don’t know why they are here, I don’t know what their goals are personally, but I obviously don’t like them, obviously. Moreover, this incomprehensible, ancient, decrepit ship, from which trembling over the body, I absolutely do not like this. Okay, you will have to endure this Sonya Blade, who defiantly and in every way refuses any help and assistance, as well as this movie star, who imagined a lot about himself Johnny Kage. Yes, Cage is clearly ill with a star with a disease. Also this Raden, who constantly suddenly appears from nowhere and in the same way disappears. The most important thing is that here, on this ship, the killer of my brother, here Shan Tsug, I will definitely avenge my younger brother, he will answer for everything ..

The film perfectly combines plot ideas with fights. It is clear that this tape cannot claim some scenario delights, a semantic load or some original idea that would put the course of actions, the development of storylines, etc. D. In the “deadly battle” in the first place are the battles, which are sufficient, and most importantly, they are perfectly delivered. It is very interesting to watch all the battles, monitor the performance of tricks, special blows and chips that delight the eyes. The main thing is that people who implemented the battles, as well as people who, in fact, were engaged in the production of all combat scenes,. And a separate recognition goes into the piggy bank of the actors, who perfectly coped with the transfer to the screen of all their favorite characters. Expressing the subjective opinion, I will say that I liked how Radeen was performed by Christopher Lambert, everything with humor, irony and at the same time in complete seriousness looked. My sympathy also retreats Kary Khiroyuki Tagawa, who portrayed the ominous sorcerer Shan Tsung, an excellent choice for this role. Well, the third place in my personal “Top-3” of this tape I give to Linden Ashby, who played the role of Johnny Kage, I like this character, but Eshby did not disappoint, playing him, as required. I also note Chris Kasamas, who created an unforgettable image of Scorpio.

At Paul. WITH. Anderson turned out one of the best adaptations of games in the world of cinema. 1995 Mortal Battle can already be considered a picture that influenced many subsequent adaptations of games. The first part, of course, can not be compared with the sequel, which came out not very good. What is postponed in memory for a long time is the same atmosphere of Mortal Kombat with its magic, an awesome reality, which is difficult to believe in and, of course, the picture stands out for its characters, pleasing to participation in the tournament. It’s clear that Anderson’s film has a sufficient amount of minuses, but still without heat to this tape it simply cannot be treated. And one of the main components, which gives an unforgettable drive effect, is the legendary musical accompaniment of a number of composers. The soundtrack is selected in the subject, without it everything would look different.

And so, I am here, an incomprehensible island, everything that happens here does not lend itself to any logical explanation. A very strange place with constant surprises. The inhabitants cannot boast of their humanity, it’s hard to believe in it, but there is nowhere to go. Thoughts about my brother do not leave me, you need to pull yourself together, because tomorrow a mortal battle will begin. I will do everything so that Shan Tsung pays for all the pain that he hurt my brother and me. Will begin soon – mortal battle!

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“Όποιος λέει ότι καταλαβαίνει και γνωρίζει τη Ρωσία – ψέματα.”

Η μετακίνηση σε άλλη χώρα μπορεί να δώσει απίστευτη εμπειρία, τις καλύτερες ευκαιρίες για αυτο -πραγματοποίηση και κατανόηση του εαυτού του, πιο ψυχολογική άνεση. Φυσικά, υπό την προϋπόθεση ότι η ζωή σε ένα νέο μέρος θα αποδειχθεί καλά. Η επιλογή μιας από τις ανεπτυγμένες δυτικές χώρες φαίνεται αρκετά λογική με αυτή την έννοια. Αλλά γιατί πολλοί αλλοδαποί αποφασίζουν να έρθουν και να μείνουν εδώ στη Ρωσία? Ιστορία του σκηνοθέτη Renato Borraio Serrano από τη Γουατεμάλα.

Ο σκηνοθέτης Renato Borraio Serrano ήρθε στη Μόσχα από την Antigua-Hwatemala στις 18. Τώρα είναι 26. Αυτά τα χρόνια φιλοξενούνταν στο VGIK και στη Σχολή Κινηματογράφου Ντοκιμαντέρ και Θεάτρου Μαρίνα Razbuzhkina, συνάντηση με τη μελλοντική του σύζυγο και τη γέννηση του γιου του, για τον οποίο πυροβόλησε την πρώτη του ταινία μικρού μήκους “Cinema for Carlos”. Το ντεμπούτο αποδείχθηκε επιτυχής: η εικόνα έλαβε ένα δίπλωμα της κριτικής επιτροπής του φεστιβάλ “Artdokfest-2017”. Ο Ρενάτο είπε στις ψυχολογίες για την αντίληψή του για τη Ρωσία και την εμπειρία της ζωής εδώ.

“Πάνω απ ‘όλα στη ζωή μου, φοβάμαι να είμαι τουρίστας”

Στην ηλικία των 18 ετών, ήξερα ότι θέλω να ασχοληθώ με τον κινηματογράφο. Έχω στην πατρίδα μου, στη Γουατεμάλα, είναι για το πώς να θέλεις να γίνω αστροναύτης. Πολλοί από τους φίλους μου μελετήθηκαν στα σχολεία ταινιών των ΗΠΑ, στο Μεξικό. Αλλά ήθελα να φύγω όσο το δυνατόν περισσότερο. Ήθελα να αποδείξω στον εαυτό μου ότι θα μπορούσα να διαμορφώσω την προσωπικότητά μου μακριά από όλο τον φίλο μου. Και όταν εγώ, φοιτητής ενός μαθηματικού σχολείου, είχε την ευκαιρία να μελετήσει για επιχορήγηση για έναν μηχανικό παραγωγής πετρελαίου και φυσικού αερίου στη Ρωσία, συνειδητοποίησα: πρέπει να πάμε.

Δεν έψαχνα για τη Ρωσία Dostoevsky. Στην οικογένειά μας, η λέξη “Ρωσία” συνδέθηκε με την επανάσταση και την εποχή της δεκαετίας του 1920. Οι γονείς-περιοδικοί (ο μπαμπάς είναι κοινωνιολόγος και μαμά-εγκληματολόγος) διαβάζουν τα ρωσικά βιβλία-από το “How Steel ήταν μετριασμένο” στα ποιήματα από τον Mayakovsky και το Yesenin σε μεταφράσεις κουβανικών ποιητών. Έτσι, η Ρωσία ήταν για μένα η χώρα του κονστρουκτιβιστή, γκρίζα και χιονισμένα.

Ήξερα τα ονόματα του Eisenstein, Pudovkina, δημιουργών της γλώσσας του κινηματογράφου. Και ελπίζει ότι το ταξίδι θα ήταν ένα είδος θεραπείας σοκ για μένα, θα μου έδινε μια πλούσια εμπειρία, όχι λιγότερο σημαντική από μια ακαδημαϊκή εκπαιδευτική πορεία.

Είχα ένα ύπουλο σχέδιο που κατάφερα να εφαρμόσω: Έφτασα στη Μόσχα, αποφοίτησα, όπως υποτίθεται ο αλλοδαπός, υποχρεωτικά μαθήματα για την εκμάθηση μιας γλώσσας στο Rudn, αλλά τότε δεν μπήκα στο Πανεπιστήμιο του Gubkin, αλλά στο VGIK, στο σκηνοθετικό εργαστήριο του ντοκιμαντέρ Cinema Boris Karajov και Efim. Ήταν το 2012.

Δίδαξα ρωσικά από το μηδέν: “Αυτό είναι ένα τραπέζι”, “το όνομά μου είναι” … η ρωσική γλώσσα δεν έχει καμία σχέση με αυτό που ήξερα. Αλλά για να ζήσω κάποια νέα εμπειρία από τα ίδια τα βασικά είναι ακριβώς αυτό που οδηγούσα, τι προσπαθούσα. Ήταν μια τέτοια εφηβική μεγιστοποιητική επιλογή, την οποία δεν λυπάμαι καθόλου.

Είναι δύσκολο να πούμε τι θα ήμουν τώρα αν αυτά https://farmakeioellada24.com/agora-viagra-genosima-online-asfaleia/ τα επτά χρόνια ζούσαν στο σπίτι. Αυτά ήταν τα χρόνια των συναντήσεων, η ανάπτυξη ενός νέου πολιτιστικού χώρου. Άρχισα να σκέφτομαι και να μιλάω άλλη γλώσσα, που με έκανε πολύ πιο αντανακλαστικό άτομο. Στη λατινοαμερικανική μας κουλτούρα υπάρχει μεγάλη παρορμητικότητα και θόρυβος. Πρέπει πρώτα να μιλήσω δυνατά για να καταλάβω τι νομίζω και να συμφωνήσω ότι λέω. Και εδώ πρέπει επίσης να μιλήσετε σε άλλη γλώσσα. Νομίζω λοιπόν στην αρχή, τότε λέω, και στη συνέχεια σκέφτομαι ξανά ή τροποποιήθηκε.

Στο βόρειο βόρειο, ένιωσα κάποια απίστευτη δύναμη. Δεν με άφησε να πάρω και να φύγω. Έπρεπε να το καταλάβω σε αυτήν τη δύναμη

Πάνω απ ‘όλα στη ζωή μου, φοβάμαι να είμαι τουρίστας. Είναι πολύ σημαντικό για μένα να ζήσω συνειδητά και να χάσω την εμπειρία που αποκτήθηκε μέσω του εαυτού σας έτσι ώστε να σημαίνει όσο το δυνατόν περισσότερο. Ως εκ τούτου, θα ήταν μια τραγωδία για μένα να φύγω από τη Ρωσία, έχοντας σπουδάσει εδώ για έξι χρόνια και “κλείστε την πόρτα”, χωρίς να έχει την ευκαιρία να αντιμετωπίσει αυτή την εμπειρία και να την εμβαθύνει.

Τα χρόνια σπουδών δεν είναι μόνο η ώρα να κυριαρχήσει το επάγγελμα του σκηνοθέτη. Αυτή είναι επίσης μια σχολή ζωής. Η ευκαιρία να καταλάβετε κάτι στον εαυτό σας και να προσπαθήσετε να κάνετε πολλά διαφορετικά πράγματα, πειραματιστείτε. Αυτή είναι η περίοδος κατά την οποία έγινα εκείνη που είμαι.

Για πέντε χρόνια τώρα έχω κάνει την ταινία μου. Αυτό δεν είναι ούτε μια ταινία, αλλά μια τριλογία – περίπου μια οικογένεια των Nenets ταράνδων κτηνοτρόφοι που ζουν στη χερσόνησο Taimyr. Από εκεί είναι η γυναίκα μου. Ο Dasha και εγώ συναντηθήκαμε όταν ήμουν ακόμα μαθητής. Είναι καλλιτέχνης, αποφοίτησε από το Stroganovka, και επίσης ασχολείται με τον κινηματογράφο. Και αποφασίσαμε να πάμε μαζί στον τόπο όπου γεννήθηκε – στο Taimyr.

Και στο βόρειο βόρειο ένιωσα κάποια απίστευτη δύναμη. Δεν με άφησε να πάρω και να φύγω. Έπρεπε να καταλάβω σε αυτήν τη δύναμη, να καταλάβω κάτι για αυτούς τους ανθρώπους. Οι κτηνοτρόφοι είναι νομάδες. Κάθε εβδομάδα οδηγούν τα κοπάδια των ελαφιών από το ένα μέρος στο άλλο. Βρίσκονται συνεχώς στη διαδικασία μετανάστευσης. Και χρειάζομαι αυτή την ανάγκη να κινηθώ, να αλλάξω, να μετακομίσω κοντά. Αλλά απλά όχι ως τουρίστας που έφτασε, πήρε αρκετές φωτογραφίες “στο φόντο” και έφυγε. Κάθε ταξίδι πρέπει να έχει συνέπειες.

Ποια είναι η συνέπεια για μένα εδώ? Το κύριο πράγμα είναι ότι δεν μπορώ ποτέ να φύγω εδώ για πάντα. Αυτός είναι ο τόπος στον οποίο έγινα πατέρας. Πήρα την ευθύνη να αυξήσω ένα άλλο άτομο, και αυτό είναι ένα εξαιρετικά σημαντικό πράγμα για μένα.

Και κάθε ταινία που κάνω δεν είναι αυτή που μπορεί εύκολα να αφαιρεθεί και να ξεχαστεί. Αυτή είναι μια διαδικασία στην οποία βυθίζω με την απόφαση να αλλάξω τον εαυτό μου και με την κατανόηση ότι αφήνω μέρος της ζωής μου εκεί και ως εκ τούτου θα αλλάξει. Αυτό δεν είναι αυτό που παύει να υπάρχει αφού φύγατε και έκλεισε την πόρτα πίσω σας.

Μου αρέσει η ρωσική ξηρότητα, η αμεσότης. Στη Γουατεμάλα, η επικοινωνία συχνά έρχεται κάτω για να αποδείξει στους άλλους πόσο υπέροχοι είστε. Στη Ρωσία, υπάρχει πολύ λιγότερη προσπάθεια να κανονίσετε κάποιον στον εαυτό σας, να γοητεύσετε. Αυτό είναι ένα είδος διαφάνειας, το οποίο αρχικά μου φάνηκε αγένεια, αλλά που αργότερα ερωτεύτηκα. Υπάρχει εμπιστοσύνη σε αυτή την ξηρότητα: σε μερικά πράγματα είναι αδύνατο ένας συμβιβασμός. Είναι πολύ πιο εύκολο να πλησιάσετε τους άλλους, αν δεν προσπαθείτε να τους γοητεύσετε, λέτε τι πιστεύετε και δεν φοβάστε μια σύγκρουση. Είμαι πολύ κοντά μου.

Η ζωή στη Ρωσία με έκανε ένα διαφορετικό άτομο – τον τρόπο που θέλω να είμαι. Για μένα μια προσπάθεια να ακούσω, η κατανόηση των ανθρώπων ήταν πάντα κινητήρας. Καθώς και την επιθυμία να ζήσετε τη ζωή σας πιο συνειδητά και εντατικά. Αυτή η σοβαρή περιέργεια με οδήγησε στη Ρωσία, η οποία έγινε εργαστήριο όπου προσπαθώ να καταλάβω, να αισθάνομαι και να ακούω άλλους. Και με τα χρόνια από το εργαστήριο μετατράπηκε σε ένα σπίτι που με καθορίζει.

Το φθινόπωρο, μαζί με τη σύζυγό του και τον φίλο του από τη Γουατεμάλα, θα ανοίξουμε ακόμη και ένα μικρό καφενείο της Γουατεμάλης με παραδοσιακά γλυκά για να συμβάλλουμε στην ποικιλομορφία της πρωτεύουσας. Το καφενείο θα ονομάζεται “Mashimon” (αυτό είναι το όνομα της θεότητας Maya). Θα μεταφέρω φαγητό και καφέ από τη Γουατεμάλα και θα προετοιμάσω επιδόρπια σύμφωνα με τη συνταγή της οικογένειάς μου. Μπορούν να δοκιμαστούν την ημέρα της πόλης, 7 Σεπτεμβρίου, στο πλαίσιο ενός τροφή στο δρόμο στο Μουσείο της Μόσχας.

Με τα χρόνια, έχω εγκατασταθεί τόσο πολύ εδώ, έχω μεγαλώσει με ρίζες που σταμάτησα να νιώθω ξένος και να καταλάβω πώς άλλαξε. Θα ήταν ενδιαφέρον να μιλήσω με το alter ego μου που θα παρέμενε εκεί, στη Γουατεμάλα όλα αυτά τα χρόνια, και να δούμε τι συνέβη σε αυτόν. Αλλά αυτό είναι αδύνατο.

Οι γονείς πιστεύουν ότι έφυγα από έναν απόλυτο μεγιστοποιητή που καίει την ιδέα των επαναστατικών μετασχηματισμών και ήθελε να κάνει τον κόσμο καλύτερο. Και τώρα βλέπουν ένα άτομο που θέτει περισσότερες ερωτήσεις από το να διακηρύξει ιδέες. Έχω γίνει πιο ανοιχτό και λιγότερο κατηγορηματικό. Η Ρωσία είναι τόσο μεγάλη και διαφορετική που είναι πολύ δύσκολο να το καταλάβεις. Και αυτός που λέει ότι την καταλαβαίνει ή ξέρει – ψέματα. Όσο περισσότερο ζουν εδώ, τόσο λιγότερη εμπιστοσύνη στις κρίσεις μου.

Οι ιστορίες άλλων ήρωες του χαρτοφυλακίου “Βρείτε τη θέση σας (στη Ρωσία)” Διαβάστε εδώ.

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Preview: Spirit servers New york Bravery in the Decision Date Suits with Playoff Ramifications

Preview: Spirit servers New york Bravery in the Decision Date Suits with Playoff Ramifications

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Washington, D.C. () – The Arizona Heart often face brand new New york Bravery regarding final matches of the 2023 NWSL typical year. The new fits kicks off during the 5:00 p.yards. EDT in the Audi Community into the Washington, D.C. and will aired for the Vital+ for fans over the United states. Internationally watchers should be able to check out on the NWSLSoccer.

Into Washington Soul, the new objective going on the this weekend’s suits instead of new New york Courage is easy: Win. Preview: Spirit servers New york Bravery in the Decision Date Suits with Playoff Ramifications weiterlesen

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Ultimately, youngsters just who invested at least timeframe on the social networking was happiest

Ultimately, youngsters just who invested at least timeframe on the social networking was happiest

Facts suggests adolescent girls are, at minimum, reporting being treated more often with mental health things, although question remains whether or Padina in Serbia bride not social media is causing or exacerbating these problems. Things can probably be said without a doubt: numerous studies have located an association ranging from big date allocated to social mass media and poorer teenager mental health, specifically among young women.

Such as, you to higher U.S. study assessed federal survey investigation away from one or more billion youth, considering methods out-of psychological well-getting centered on signs including worry about-respect, lifetime fulfillment, and you may pleasure. The brand new scientists unearthed that childhood which invested higher time period toward mobile devices had been apt to be compared to those which invested shorter date towards cell phones to play mental health dilemmas, and you will teens just who invested more hours with the digital communications much less go out on the low-monitor items had down really-becoming.

A unique current investigation of the Jean Meters. Twenge and you can Gabrielle N. Martin, considering three highest across the country user studies regarding the U.S. as well as the You.K., checked out gender differences in volume off product play with in addition to gender variations in psychological refuse. Twenge and you will Martin unearthed that day allocated to social network are significantly more firmly connected with all the way down better-getting certainly one of ladies than simply certainly young men. Youth which involved with “light news explore” overall had high really-are compared to those which used zero digital mass media, but once news play with reached an hour or higher just about every day, well-are gradually refuted.

International studies have reach comparable conclusions. An effective 2021 research published by Cooper McAllister ainsi que al. Ultimately, youngsters just who invested at least timeframe on the social networking was happiest weiterlesen

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Everyone loves lawyers (in reality We had previously been you to), but one to, and therefore NDA business, was shameful

Everyone loves lawyers (in reality We had previously been you to), but one to, and therefore NDA business, was shameful

Oh, your suggest We have a feeling of morality and you may an atmosphere of one’s individual’s to privacy.Your appear to think that the newest “respected provider” which you spend money on reaches do that carte blanche only since service is free of charge.Nonetheless it will not. Plus the nerd family – specifically your own technical company! – is yelling over things like “the fresh new rootkit of worst” over CarrierIQ – and therefore ended up being largely incorrect. Thus what exactly is it just everything about Fred, rules for the majority people rather than anyone else?LinkedIn! What is the value of LinkedIn to the person with average skills? A frustration when individuals in the office otherwise finding work requires so you’re able to “link” you. Improve your hands, every person within this bond whoever got a career through LinkedIn! Ok, next. The value is basically towards system customers whom rating every this curious connectivity guidance and just how it might be mined. Can you envision their inventory well worth are within the electricity just like the an assistance to people, rather than within the education to possess studies-miners?

I would personally choose tune in to certain thoughts on it’s appropriate incorporate if the they things whatsoever

We inquire if the at least there could be an excused listing. Everyone loves lawyers (in reality We had previously been you to), but one to, and therefore NDA business, was shameful weiterlesen

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