Austin Watson: I'm going to go with a 4 out of 5 for Mission: Impossible on the Nexus. It's no Goldeneye, but it definitely delivered where it needed to in terms of cinematic action and excellent play controls. The biggest problem I had was that it lacked the epic scale of some of the other great FPS titles like Call of Duty or the Joanna Dark series, so while the setpieces were nice, I just didn't quite get a sense of the stakes being all that high in the game's campaign mode. Multiplayer was plenty fun, but again, it's nothing we haven't seen before. If you've got a Nexus and love shooters though, you should definitely check it out.
Avan Jogia: I'm going to give this one a 3.5 out of 5, I just wasn't quite feeling the controls the same way that you were, even though it is a really fun game at times. I actually had a lot of fun with the multiplayer at first, but it lacks the stages and modes to really make it an experience worth playing for hours on end. You'll play it in short bursts and have a lot of fun, but you won't be pulling all-nighters with it, which is the hallmark of a great multiplayer FPS.
Austin: You want a game that will cost you sleep, and Mission: Impossible wasn't it for you?
Avan: That's right, I got a good night's sleep after playing it and I can't in good conscience give a 4 or higher to a game that doesn't ruin my sleep patterns for at least one night. Still a beautiful game, especially on the Nexus Pro, so yeah, if you really like FPS titles, it is one of the better exclusive ones available on the Nexus, but MAYBE you'll want to wait for Cyberwar 5.
Austin: Well, now that our reviews are wrapped up for this week, we're gonna wrap up this Nexus-themed episode by seeing who managed to win the Cuphead Cup... who got through Cuphead with the least amount of deaths? Avan, unfortunately you came in last place, you died 105 times before managing to complete the game.
Avan: I still had a lot of fun, but yeah, it's brutally hard.
Austin: Mari, just barely ahead of Avan with 104 deaths!
Mari Takahashi: That last King Dice battle is brutal! Kept messing up the timing on the dice rolls, I would've had it otherwise!
Austin: Well, I gotta say, I came in third with 89 deaths, and uh, (bleep) you, Dr. Kahl's Robot, you suck.
Avan: Yeah, I hate that guy too.
Austin: Bryce, you got second, 82 deaths, good job!
Bryce Papenbrook: I got stuck on Rumor, that fight was rough, no joke.
Austin: Which means our big winner with just 58 deaths throughout the whole game... Christina, you are the Cuphead Cup champion!
Christina Grimmie: WOOOHOOOO! All those hours and hours of old-school NES games paid off, baby!
Austin: Which is really impressive considering that you weren't even born when they stopped making games for the NES.
Christina: What can I say, I love the classics.
Austin: As a reminder, Cuphead, perfect 5 from Mari, perfect 5 from Christina, Hall of Fame game, check it out, you'll die a ton but you'll have fun doing it, and that'll do it for this week's GameTV!
-from the August 17, 2017 episode of GameTV
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"Blockchain, by design, has a massive environmental impact. When Michelle and I initially conceptualized blockchain, we were running our code at a scale that wasn't going to generate the enormous amounts of energy that proof-of-work blockchain requires. As we started using it more, and as the technology started popping up elsewhere, it quickly became apparent that running these programs to generate blockchain code was going to utilize massive amounts of electrical energy, because of the processing power required to authenticate the generated solutions. So that's where most of our work has been going, primarily toward making blockchain significantly more efficient while also maintaining the security of the generated code. Moving forward, all of our projects utilizing blockchain will use proof-of-stake rather than proof-of-work, which is going to allow us to do so much more with the technology.
(...)
....and so what this allows us to do is to create different kinds of blockchain products such as authenticated imagery, which would have applications in biosecurity, allowing for much more secure personal authentication... we could allow for signing of user-generated imagery to prevent forgeries, allowing digital art to be traded like physical art, for example. We're going to be rolling this out gradually, running tests, trials, betas... we're planning on having it available for business applications in 2018 and user-level applications in 2019. What this unique form of blockchain technology will also allow us to do is to more easily detect people violating our patents, which of course we're still filing lawsuits against unauthorized blockchain applications several times a week. We've even been putting pressure on the current presidential administration to go after foreign blockchain piracy.... we'd really like sanctions to be issued, but progress on that has been really slow unfortunately. Not only are these... pirates, stealing our technology, but because proof-of-work is so energy intensive, they're damaging the environment as well."
-Mitsuko Ariyama (net worth $58.7 billion), in a speech at a Veritsu shareholder meeting on August 21, 2017
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The Gatherer failed for many reasons, and Acclaim alone can't be entirely blamed for how much of a disappointment the final product ended up being. Still, when you consider that Eidos' team had been working on the project for a number of years, and likely needed at least another year to finish their vision, it's clear the game would've been better had it not been for the executive meddling that resulted from the takeover. The final product was released with numerous major bugs, the campaign was significantly truncated, and what could have been a memorable open-world RPG that distinguished itself by having a massive amount of space to explore, what we ended up getting was a game oversaturated with landmarks and hand-holding, far too similar to the other open world titles of its day. It lacked a compelling story, and the gameplay itself left much to be desired, though, as mentioned before, the combat was still quite good, and one of the game's few redeeming factors. Acclaim took what had been one of the most intriguing concepts of the 2010s, what had started as the mysterious "Project Virgin Earth", and had turned it into a cookie cutter open world sandbox game with few if any survival elements and nothing to do for fun but go around and pick fights with megafauna. While some did enjoy what had essentially become a "Sabretooth Tiger Fighting Simulator", and its 61 on Metacritic indicates a game that many critics at least believed had some redeeming value, most people who'd been looking forward to The Gatherer lamented what it ultimately became, and viewed it as a bad omen of things to come for Acclaim, the company most people blamed for ruining the concept that could've saved Eidos' independence had they just held on for a bit longer.
With Doggerland having released last month to enormous critical acclaim and commercial success, it's easy to see what Acclaim feared when they rushed The Gatherer out the door. But maybe, with a bit more confidence in Eidos' team and original vision, The Gatherer could've been seen as a true rival to Rockstar's masterpiece rather than a sad and almost forgotten pretender. Maybe we'd be talking about Acclaim's best game since Sepulchre, rather than their biggest mistake in years. Maybe "Project Virgin Earth" could've been worth the hype and waiting, instead of being remembered as one of this generation's biggest gaming disappointments.
-from "One Year Later: A Post-Mortem Of The Gatherer", posted on Games Over Matter on August 21, 2018
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Lester Holt: Corruption is down, Nigeria has consistently seen its position on the Index of Freedom In The World rise for the last six years... but there are still challenges.
Ahmad Lawan: There are, yes.
Holt: You recently announced the complete elimination of the terrorist organization Boko Haram within Nigeria's borders, which is being touted as an enormous success against terrorism in the region, but there are still other militant groups that your military is currently engaged with.
Lawan: In a country facing problems with poverty, problems with access to education, problems with crime, and yes, there is still corruption in certain segments of the government, we will have to face these challenges.
Holt: And you've been very forthcoming about these challenges, which a lot of recent leaders of your country haven't been.
Lawan: The people of Nigeria deserve a leader with integrity. There are nearly 200 million people living in this country, and in order for us to face these challenges, we all have to be honest with each other.
Holt: What do you think is the biggest challenge facing your country as you head into the next decade?
Lawan: We've seen an increase in economic activity. All of the region has seen an increase in economic activity, new roads are being built, new businesses are forming, and the biggest challenge that I think Nigeria is going to be facing is making sure that the new economic activity benefits everyone, that we avoid bringing in more corruption and crime and that all the different groups that live here together work together for our country's future.
Holt: Your country was praised for its role in helping to end the 2014 Ebola outbreak which killed thousands in West Africa, including numerous people in Nigeria. Do you worry that the increased economic activity, things such as the Gibraltar Bridge expected to be completed in 2021 and expected to bring enormous amounts of new economic activity to West Africa, will increase the risk for future outbreaks of diseases like Ebola?
Lawan: It will definitely bring more risk, which is why I've made education and health care a major part of my administration's policies in the coming years. The good work we did in 2014 must continue, we must emphasize educating our country's youth, boys and girls, in all parts of Nigeria. We've been building modern schools and universities in some of the most economically disadvantaged regions of the country, we've worked to push militants out of those areas who would interfere with building those schools, and we've pushed to make education compulsory for all children in Nigeria. We want to bring in people from other parts of Africa to educate them here and then have them return to their countries and improve health care in those countries. We worked hard to stop Ebola in 2014 and we don't want it returning. We know the risk for the spread of dangerous diseases increases as economic activity increases, but with more economic activity there's also more opportunities to bring education and training to underserved groups of people. We're making that our focus, absolutely.
Holt: Do you think that what's starting to become known as the "West African Miracle" can be replicated across the continent, to all African countries in the coming decades?
Lawan: My focus as president of Nigeria is to serve the people of Nigeria first and foremost, but, through trade, through education, through cultural exchange, absolutely I believe it's possible. It will take lots of work and dedication, but yes, it's absolutely possible and I would love to see it happen.
-from Lester Holt's interview with Nigerian president Ahmad Lawan, from the August 26, 2017 episode of MSNBC's Meet The World with Lester Holt
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Game Spotlight: Resident Evil 8
Resident Evil 8 is an action/survival horror game published and developed by Capcom. It's the first game in the series since Resident Evil 5 that has launched as a multiplatform title, with the sixth and seventh mainline games being exclusive to the iTwin and Virtua respectively (though later being ported to other consoles in 2016, once Capcom stopped publishing games exclusively for Apple). It's a more action-based title than Resident Evil 7, focusing heavily on gun battles with more intelligent zombies infected with the L-Virus, a virus designed to bring the dead to life with their intelligence intact, but which is in reality being used to control the bodies and minds of those revived with it, via a controlling agent who must be tracked down and stopped before they can use their infected army to conquer the world. Battles in the game have a more Call of Duty vibe to them than they do to anything resembling prior Resident Evil titles, though there are still some mutated foes that must be killed, and both the T-Virus and P-Virus are also present within the game in some fashion. The game's primary protagonists are Claire Redfield, Jill Valentine, and Leon Kennedy, with Claire as the game's main protagonist seeking to restore her brother's mind from the L-Virus' control. Players will alternate between the three protagonists at various points within the game, though it is possible to have multiplayer missions in which all three are utilized by a group of players in the same online party. The game also has some enhanced melee combat from previous games, with Claire, Jill, and Leon each having their own unique set of melee attacks. Resident Evil 8, with its emphasis on fast-paced combat and large action set pieces, has more in common with OTL's Resident Evil 6 than it does with OTL's Resident Evil: Village (OTL's Resident Evil games have had longer development times, allowing them to progress in a significantly different direction). This game is intended as a "culmination" title of sorts, with throwbacks to previous series games and lots of twists and turns for longtime fans.
Much of the plot revolves around the conflict between Claire/Jill/Leon's remnant S.T.A.R.S. organization, and the new S.T.A.R.S. which consists of L-Virus infected agents led by Chris Redfield. The game picks up right where Resident Evil 7 left off, with Chris and his squad attacking a military facility in search of a special new prototype weapon, and Jill forced to go in alone to try and stop them. As Jill hunts them, she's forced to contend with experimental T-Virus creatures while hiding from Chris' squad. Eventually, she's forced to confront two of them and manages to kill them before confronting Chris himself, who wounds her and is about to kill her when Claire shows up and interrupts him. Though Claire isn't able to get through to Chris, he seems to be disturbed by the encounter, and leaves. Claire and Jill eventually make their way to another large facility, where they eventually encounter Leon, who is attempting to free one of the infected L-Virus agents, an old friend of his named Ariel. The three manage to subdue Ariel, but they're unable to free her mind from the virus, making it increasingly clear to Claire that her brother will have to be killed again. She becomes extremely disturbed by this, and Jill decides to go with Claire somewhere away from the action for a while, giving the player control of Leon, who must stop an attack on a major city, which is being overrun by all sorts of infected: P-Virus, T-Virus, and L-Virus. While Leon is dealing with this situation, Claire and Jill learn of a government agent who may be the one holding the strings of the L-Virus victims, including Chris. Claire goes off by herself to confront him, getting herself into trouble and needing to be rescued by Jill. The two find out that the agent they suspected isn't the one in control: instead, it's Wesker, who was seemingly killed off in Resident Evil 6 but who has returned as a government sleeper agent and Patient Zero for the L-Virus. He's become a sort of "Alpha" carrier and is using that to control the other infected, including Chris. Once Wesker is revealed as the game's primary antagonist, the rest of the action goes fairly quickly: a series of missions at increasingly dangerous locales, including a confrontation between Jill and Chris that goes somewhat similar to OTL's Chris and Jill battle in Resident Evil 5 but with the roles reversed and Chris as the brainwashed one instead of Jill. The final boss fight involves a battle against Wesker in the Capitol Rotunda in which he transforms into a hideous mutated creature and must be taken down by Claire, Jill, Leon, and eventually, a newly un-brainwashed Chris, who ends up landing the final blow. Wesker (and, consequently, the Capitol) is destroyed in spectacular fashion, the world is saved, Chris is revived and reunited with Claire and Jill, and the L-Virus is eradicated, with Chris the only "survivor" via a procedure in which the healing properties of the virus remain while its negative effects are purged from his body. There are still a few small loose ends to set up a potential ninth game in the series, but this Resident Evil has one of the series' "happier" endings, concluding on somewhat of an action movie-esque note.
Resident Evil 8 is, needless to say, somewhat polarizing amongst critics. Amongst fans, it actually gets a somewhat better reception than OTL's Resident Evil 6, mostly because of the gameplay and also because of some genuinely inspired level and creature designs. It's still somewhat controversial, with some longtime fans criticizing it for being "silly" and "fanservicey", but it gets extremely good sales regardless, and does bring in some new fans to the series. Released in late August of 2017, it becomes one of the summer's most popular games, and though it's a multiplatform title, it still does slightly better on the Virtua than it does on the Reality, thanks to the bigger fanbase for the game on that console.
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Other Significant Titles For August 2017:
Donkey Kong Wreckers: The follow-up game to Donkey Kong Krew, Donkey Kong Wreckers is a Reality exclusive title that sees Donkey, Diddy, and friends return to Bigshot City to battle a group of new foes. While ostensibly a 3-D platforming title, it's focused more on environmental destruction, with the characters usually having to smash a certain amount of buildings or enemies to complete missions and progress to the next area. It's a lot of fun, though fans of previous Donkey Kong titles might be a bit turned off by the shift in gameplay. Sales are about average for a mid-tier Nintendo first party game, while reviews track slightly behind those of Donkey Kong Krew. It's a success, but definitely one of the least notable Donkey Kong games to be released in the last 25 years.
Scary Mary: A horror-themed 3-D Rare platformer for the Connect, filled with goofy creatures and wacky humor. It's a bit on the short side, but it's a laugh riot and doesn't lean on the old collectathon cliches, instead giving players different objectives to complete, usually involving reaching a certain area or defeating an enemy. Rare's pedigree helps this game become a fairly strong seller, and critical reviews average a solid 8/10.
Coalescence: A motion-shooter game for the Virtua in which the player uses hand movements to destroy incoming enemy ships. Features beautiful graphics and music, and while simplistic, is also a budget-priced game, at just $19.99 for the digital version and $29.99 for the physical retail version, which includes a sampler music CD. One of the best examples of what the Virtua is uniquely capable of, it would become a digital best seller on the console and inspire more motion control games in the console's later days.
Virtua Fighter Break: A spinoff game in the series for the Gemini, it features a cast made up of 15 classic fighters and 15 new fighters, and features a unique "break" combat system centered around breaking an opponent's holds and defenses. It's an interesting detour for the series, and despite a comparative lack of modes, it's one of the best looking and best playing portable fighting games of its generation. It also has a strong online gameplay component, though finding people to play with can be a bit of a challenge after the first few months of release due to slightly lower than expected sales.
Everyday Magic 2: The Nexus gets a sequel to the popular 2014 magic-themed RPG, coming on the heels of a bunch of ancillary material including comics and cartoons. It plays mostly similar to the original, but introduces lots of new characters and new adventures, and of course new graphics for Nexus Pro players. Outside of the game's sizable fandom, it doesn't make too much of a splash. Reviews average a solid 7.5/10, and sales are good, but not great and not quite as much as those for the original game. It's one of those IPs that Nexus players and members of the fandom talk about quite a lot, but that passes by the wider gaming world mostly unnoticed. In some ways, it can be considered the Amphibia to Miraculous Ladybug's Owl House.
For Honor: Ubisoft's combat-themed action title comes to TTL and is mostly the same game as OTL's, with, of course, a few differences, most notably the fact that there's a Pirate faction DLC that replaces the Wu Lin faction from OTL. It actually sees a bit more popularity than OTL's game thanks to the improved online functionality, and the game becomes especially popular on the Virtua version, which features excellent motion controls and even some exclusive content (the Nexus version also has some exclusive content, but the graphics, even on the Nexus Pro, hold the game back a bit).