Return-path: Envelope-to: lojban@lojban.org Delivery-date: Mon, 02 Aug 2021 12:39:24 -0700 Received: from mail.premierconnections5.club ([72.19.12.152]:47706) by stodi.digitalkingdom.org with esmtp (Exim 4.94) (envelope-from ) id 1mAdmM-00HSXm-Eo for lojban@lojban.org; Mon, 02 Aug 2021 12:39:23 -0700 DKIM-Signature: v=1; a=rsa-sha1; c=relaxed/relaxed; s=dkim; d=premierconnections5.club; h=Date:From:To:Subject:MIME-Version:Content-Type:List-Unsubscribe:Message-ID; i=homefun@premierconnections5.club; bh=GsFeHv5fEdmN4ABPThwoorKng9s=; b=Ie9sKwta0p2ZFqUDyb7KSP87TD8UUFiQbTMcfgglgu+zvk+2X+ZZhE+qdAdnEE/uRSDEUGWtxOjl 7YxE/CrGm0Iu9PIh/1KtUr4WzNLKxOkI4YgMVojQVkyciB1NESXxPLrJRP2GI36DYAt/pm6aTJj8 9WMSGygLrzoNmy8R/To= DomainKey-Signature: a=rsa-sha1; c=nofws; q=dns; s=dkim; d=premierconnections5.club; b=eGxKD/xSddLR4GQCo+D/WEFIARLsnp8KaTsMn5gIUmCH5yoQsSyRwFwR34nM4JydNjlgohGO/E5L xxB9jEqespeC8UZ7FQ1lWE7NbGC4LAnO74cgHgxGNkItE91cC5MhPOjVCw+sYQWNhwT/S8crqFwe zpcXSULfLB45xzTbwJY=; Received: by mail.premierconnections5.club id h115aq0001gl for ; Mon, 2 Aug 2021 15:40:04 -0400 (envelope-from ) Date: Mon, 2 Aug 2021 15:40:04 -0400 From: HomeFun To: Subject: Amazing Savings: All New LED BeachBall Is Sure To Light Up Any Party Or Event MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_Part_337_114981535.1627932676945" List-Unsubscribe: Message-ID: <0.0.0.41.1D787D63102F0F4.8AFAFE@mail.premierconnections5.club> X-Spam-Score: 2.4 (++) X-Spam_score: 2.4 X-Spam_score_int: 24 X-Spam_bar: ++ X-Spam-Report: Spam detection software, running on the system "stodi.digitalkingdom.org", has NOT identified this incoming email as spam. The original message has been attached to this so you can view it or label similar future email. If you have any questions, see the administrator of that system for details. Content preview: ** 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 [...] Content analysis details: (2.4 points, 5.0 required) pts rule name description ---- ---------------------- -------------------------------------------------- 0.8 BAYES_50 BODY: Bayes spam probability is 40 to 60% [score: 0.5000] 1.7 URIBL_BLACK Contains an URL listed in the URIBL blacklist [URIs: premierconnections5.club] 0.1 URIBL_SBL_A Contains URL's A record listed in the Spamhaus SBL blocklist [URIs: www.premierconnections5.club] -0.0 SPF_PASS SPF: sender matches SPF record 0.0 SPF_HELO_NONE SPF: HELO does not publish an SPF Record 0.0 HTML_MESSAGE BODY: HTML included in message 0.0 HTML_FONT_LOW_CONTRAST BODY: HTML font color similar or identical to background 0.0 MIME_QP_LONG_LINE RAW: Quoted-printable line longer than 76 chars -0.1 DKIM_VALID_EF Message has a valid DKIM or DK signature from envelope-from domain -0.1 DKIM_VALID_AU Message has a valid DKIM or DK signature from author's domain 0.1 DKIM_SIGNED Message has a DKIM or DK signature, not necessarily valid -0.1 DKIM_VALID Message has at least one valid DKIM or DK signature 0.0 T_REMOTE_IMAGE Message contains an external image ------=_Part_337_114981535.1627932676945 Content-Type: text/plain; charset=utf-8 Content-Transfer-Encoding: 7bit ** 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. Shop Now -> http://www.premierconnections5.club/daintily-subsequent/3b46y239Gi5ki8j612Ax4l42eS805j18XhscFDrfhscFDrEsvZ7lQAomKS7Oh10lVK6rAqpsv Stanford Digital & Postmaster Services 12399 Cenfield Street Ne Alliance, OH 44601-9413 Update Email Preferences http://www.premierconnections5.club/4a36LV2V395Sr8v612z4AV423w805u18FhscFDrfhscFDrEsvZ7NQAomKS7Xpv1np05sMksv/cannibals-semicolon ------=_Part_337_114981535.1627932676945 Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: quoted-printable =20 =20 =20 =20 =20 =20 =20 =20 =20 =20
=20 =20 =20 =20 =20 =20 =20
3D"logo" 3D"beach

Light Up Your Space

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= from anywhere whether you're lounging in a beach chair or relaxing in the = pool. From parties to ambiance, the BeachGlow LED Beach Balls have you cove= red.

=20
 
Shop Now= =20
 

Schwartz, Denker, Pollack Di= gital Press

2420 Simmons Road

Oviedo, FL 32765-9767

Upd= ate Email Preferences
=20

 

=20

 

=20

 

=20

 

=20
=20

An elegiac, memorable and affecting t= ale of the misfortunes suffered by the members of a deeply eccentric family=

=20
=20
 
=20
=20

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.

=20 =20

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

=20

 

=20
=20
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.
=20
=20

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."

=20

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>

=20

 

=20

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.

=20 =20

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.

=20
=20

 

=20

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.

=20

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.

=20

 

=20
=20

A limited and simplistic pirate adven= ture, but one with an abundance of character and a thrilling conviction in = its own ideas.

=20
=20
 
=20
=20

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.

=20

So many of my very favourite things i= n Sea of Thieves are sounds. There's the wonderful snug internal c= lonk of the ship's wheel settling back into its full-ahead positi= on (so subtle you have to really listen for it; at times= I think I am imagining the whole thing). There's the strained, buckling&nb= sp;groan 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 thwack of a shovel digging into sand and hitt= ing - something! Something good! A treasure chest! Clonk, groan, t= hwack. 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.

=20 =20

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.

=20

Well, for 15 minutes I learned how to= use that boat, and then 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 necessary 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, right from the start, you've been robbed.

=20

 

=20

Sea of Thieves is different. You cho<= a style=3D"color: #ffffff;" href=3D"http://www.premierconnections5.club/3ef4z2395M86gR11R44Y26p805V18ihscFDrfhscFDrEsvZ7OQAomKS6qjS10z6ip0svP/carrion-graded">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 where 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 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 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.

=20

Good, you now know where 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 compass, 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 you'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 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.=

=20

The ocean helps. Sea of Thieves' map = is roomy and scattered wit= h islands, each one beautifully crafted, sand glinting with silicate giving= way to rocks and tufts of wind-blown grass. These are places for proce= dural rewards to spawn - treasure to be pulled from the sand, 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 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.

=20
=20 3D""/ ------=_Part_337_114981535.1627932676945--