Chủ Nhật, 8 tháng 4, 2018

Youtube daily Apr 8 2018

1998…I'll never forget it I mean hello and welcome to under the super scope where

we take an indepth look at some of the most famous games of all time and work out exactly

what makes them so good and whether they still hold up today.

It doesn't matter if they're 5 or 35, all we want to know is why these games are

fun.

And what better game to take episode 2 than one that redefined an entire genre: Resident

Evil 4.

It may sound simple now but that idea of putting the camera over the shoulder makes so much

sense for aiming.

Before this games would just have floating reticules or change entire perspectives but

Resident Evil 4 popularised what has now become a standard of any third person game.

Sure some other games also toyed with the idea but when you're as miraculous as Resident

Evil 4 the whole industry will start to take notice.

But of course the genre didn't stop evolving after Resident Evil 4 and with games like

Gears of War – the shooter genre started to get a bit more flexible.

Even Resident Evil 6 adopted the evolutions of its peers but one question I'll put forward

is: is this evolution and enhancement?

Well in a lot of cases yeah, sure.

But for Resident Evil 4 this limited third person gameplay has a ton of perks.

See the best games have limitations and they relish in them.

For instance let's look at double jumps in platforms briefly.

These give you more accuracy, more control and they make landing those tricky jumps easier…so

why doesn't Super Mario Brothers have one?

Well because every level in Mario is built around that one particular jump mechanic.

There isn't a pit you can't clear or an enemy you can't stomp and not once do you

think to yourself, man I wish I could double jump right now.

Mario relishes in its jumping limitation with every single aspect of its level and enemy

design and it's the exact same thing with Resident Evil 4.

If we slapped on dual stick controls suddenly the whole game just doesn't work anymore.

Every single enemy in Resident Evil 4 understands that you can't move and shoot, this is very

deliberate.

Notice how from a distance these guys will all sprint towards you in a rage only to slow

down to this creepy demonic swagger.

Resident Evil 4 abandoned a lot of the horror aspects of the series but one thing it didn't

shake was tension.

You have this constant decision to make: is it time to run or is it time to shoot?

You read your environments, read your situation and decipher the moment where you turn around

and give 'em hell.

Everything is designed around this stop and pop flow.

That's why the enemies slow down when they're near you, if they always chased you at full

speed then you'd never have time to reload your guns or stop to aim.

You need that slight head start and what better time to slow them down then at the most horrific

moment, when they're right next to you.

If we just went around like this, suddenly the whole foundation of this game is gone.

That calculated player risk of knowing when to shoot is so important and sometimes games

need their limitations.

Breath of the Wild's stamina meter offers a greater sense of player accomplishment when

you finally scale a tall mountain, limiting the player to six Pokemon incentives party

balance and sacrificing movement for aiming your weapon is a key pillar in what makes

Resident Evil 4 so enjoyable.

All of your favourite video games are purposely limited in one area or another and while options

are good, the best games are the ones that provide these options by expanding upon one

limited function.

In Resident Evil 4, that function is your weapon.

The gunplay is Resident Evil 4 is phenomenal to say the least.

You feel every single blow in Resi 4 and makes even the most vanilla of weapons satisfying

to use.

If I shoot an enemy in the shoulder they'll stagger and shake away the pain, if I shoot

their legs, they'll collapse and buy me some time and if I shoot their head of kneecaps

you get maybe the best thing of them all: melee attacks.

Now this is where the tone of Resident Evil 4 is really set in place.

When you're roundhouse kicking infected villagers while passing through oncoming attacks

with invincibility frames you know this is no longer a horror game – but it is still

a survival action game.

It gives Resi 4 this tense arcade like action which is further exemplified in the infinitely

replayable Mercenaries mode that does away with story and contextual pacing and just

crutches on pure combat.

Combat is only a small pillar of what makes this game so masterful but it's astonishing

that it holds up on that alone.

Hey they could make a whole game out of Mercenaries and skimp on content.

As you make your way through the game not only are you progressing in a linear sense

but you're also progressing as a character.

Your inventory will grow, you can upgrade your weapons in whatever you want and I think

this is part of what makes Resident Evil 4 so replayable.

Not only is the gunplay masterful but you always feel like you're working towards

something.

Best of all though, no matter how strong your gun is or how many you have, the way you use

you use them and how you play mirrors everything you learn in only the first 5 minutes of the

game.

It doesn't take long at all to learn what's essentially every mechanic of the game and

it's all done with an invisible tutorial.

Never does a message show up on the screen saying "hold R to aim" never does Leon

mutter to himself out loud "if I pull this lever, maybe this gate will open".

And that's not to say those kind of tutorials are bad but Resident Evil 4 teaches the very

same thing silently through level design.

There's never a waypoint in this game and that's something again, Resident Evil 6

messes up on.

In this linear hallway with only one direction, where am I being pointed where to go?

All I focus on is this arrow and when you take that away you start to actually acknowledge

your surroundings.

Without a waypoint or on screen map, the sense of atmosphere can be so strong and this is

something Dark Souls does really well too.

You just have to ensure your level design is still intelligent enough for players to

go the right way.

And Resident Evil 4's first chapter, 1-1, has a striking resemblance to another famous

1-1.

Now I'm going to show both levels at the same time and see if you can spot any patterns.

Super Mario Brothers opens with this calm blank safe blank screen.

Here I can test the controls, I can work out that B is run and A is jump and I can try

going left only to figure out the screen doesn't scroll that way.

Once I'm ready to go I'm met with a road block.

A goomba.

I'm forced to learn the jump mechanics to overcome this Goomba and once the game has

accepted I know how to jump, it's time to iterate and expand upon the key mechanic.

Next we have multiple pipes all differing in height, what this is teaching us is we

can jump in different ways.

If we hold it down A for longer we'll jump higher and we'll also learn how momentum

carries into our jumps.

The faster I move, the further I jump.

Now what Mario has is a lot of space to continue to teach, expand and iterate upon the basics.

He'll run and jump through basic designs with 1 or 2 enemies occasionally occupying

the screen.

Now here comes the climatic ending for Mario.

Four goombas, the most we've had together so far but nothing we aren't prepared for

with everything else we've learned.

Let's quickly recap from the perspective of Resident Evil 4.

Empty space with no threat to learn the controls.

Pushed in the right way if I try to turn back One on one encounter with a Ganado who we

have to defeat to progress.

Iterate with three more Gandaos while mixing running and shooting, we're moving in different

ways.

Space to continue to teach Culmination of everything you've learned.

In this brief segment we've already become masters of the game.

We know to balance running and gunning, we learnt that in only our second encounter.

We know about melee probably by accident through trial and error.

And we're even taught to explore with visual design.

Mario has these tantalising floating blocks and Resident Evil 4 has boxes a lighter shade

than anything else on screen which draws attention to them.

Of course Resi 4's 1-1 has a final act to it after the village encounter but the core

fundamentals of teaching remain the same as Super Mario Brothers.

This is essentially 3D version of it and with that comes a few original ideas to keep the

player on the right path.

What Resident Evil 4 does a lot is camera framing and contextual cut scenes.

Right at the start the camera faces us forwards as that's the direction to progress and

although we can turn around, we're quickly told not to go that way.

As we move forward we get a cut scene showing us the inside of a house.

This doesn't necessarily give us story but it gives us a goal.

See what's in the house, this is further encouraged by the camera which is now framed

towards the door.

If we continue to ignore this and try to go the other way we'll find a truck blocking

the path.

Lesser games like Resident Evil 6 rely on waypoints to guide the player but this is

such poor visual design.

The levels should be smart enough to not only look like a convincing world but one with

clear direction.

It's a tricky balance but Resident Evil 4 always pulls it off.

It's not just visual ques either, sound is just as important.

Shortly after Leon's killed four ganados you'll hear the whimpering of a dog.

His colours don't necessarily stand out and the camera doesn't focus on him but

the audio design is so distinct that you're still drawn to this creature that's hardly

even visible in the camera frame.

What follows is a common trick to humanise characters where to make up to make them seem

less like murderous psychopaths they'll have them rescue a cat out of a tree or in

this case save a dog.

If you do this you'll even be rewarded for it later but there's no prompt telling you

this.

Again, Leon doesn't mutter "Hey if I throw this dog a bone, maybe he'll throw me one

later".

You just do it because the sound design drew attention to this venerable creature.

Sound design is usually used as a warning in Resident Evil 4.

You can hear the 3D direction of enemies and sountrack ques let you know when it's ok

to relax.

The melody of the merchant in particular is this relaxing score that let's you know

it's ok to let your guard down.

Though we've nailed to the mechanics early on, how we expand them continues to be taught

through the very same methods.

Visual design, sound design and contextual cut scenes.

Let's fast forward all the way to 3-1.

As we step forward a cut scene triggers to show us two enemies preparing a device that

launches projectiles – there's a red barrel next to them.

Then we're back in control and the projectile won't hit us, it's too far away.

But it does hit a nearby structure and completely demolishes it.

So what have we learnt in those few seconds?

We know the location of the enemy with a clear idea of how to take them down, being the red

barrel and we know their shots are powerful enough to take down stone structures.

From here we'll continue forward in the only clear direction while being sure to avoid

projectiles using both sound and shadows.

Now iteration kicks in.

There are more of them but we can also see what we saw in the cut scene.

Red barrels.

If we take cover in this small structure and occasionally pop out we can deal with them

one by one.

Stuff like this happens all the time in Resident Evil 4.

In 3-4 an enemy from above throws an explosive that won't hit me but it tells me he's

there and to look out for him.

Here a giant death machine is accelerating towards me and a brief cut scene shows two

enemies manning it.

Now I know what to aim for.

Here's a ceiling coming down to rush me but the camera is framed in a way that emphasises

these red patches on the ceiling which we of course shoot because that's what we're

taught to do with shiny things.

In fact a lot of the games cut scenes really don't have anything to do with the story,

most are to setup gameplay possibilities.

Near the end of the game after your fight with Krauser, you'll naturally be low on

ammo and low and behold you're joined by a fighter jet who does all the shooting for

you.

The cut scene establishes it, you collect ammo along the way and then it unfortunately

gets shot down during cut scene.

What did this add to the story?

Beyond building a little bit more anger towards Sadler, nothing.

This was purely contextual for the gameplay segment.

So's this.

So is this.

So is this.

So is this.

In other instances the game uses colour to emphasise importance or interactivity.

We've already touched on red barrels but how about our first interaction with Blue

Medallions.

Now these are hidden around the game and shooting enough of them will grant us a free weapon

but how do we learn about them.

Well as soon as we enter this screen your eyes will instantly focus on the colour blue

amongst the browns and greys.

The blue poster is of course the primary draw but you'll also likely see a smaller, sparkling

blue object above it.

Of course we shoot it because that's our key action in this game.

Now the poster does explain what these medallions are but if you're like me you just wouldn't

have even bothered reading it.

I already know to look out for them because now my eye is drawn to this vibrant colour

and this mysterious counter popped up telling me there's more of them.

Even boxes and crates follow this philosophy, they're a much brighter shade of brown which

makes them stand out.

When we first meet garrador, don't these golden bells stand out?

Well the cut scene shows us his eyes are sewn shut and he doesn't seem to track us like

other enemies.

Soon you discover he only responds to sound and suddenly those bright golden bells are

almost ringing themselves.

Then there's other instances of visual aid – Resi 4 never requires you to move the

camera as turning is handled just by moving left or right and so to help with depth perception

these swinging blades have an ingrained line on the ground to show you exactly where you

shouldn't be standing.

And again here the camera moves automatically to show us the best angle with these moving

pillars.

It's a far cry from the fixed camera of classic Resident Evil games but Resident Evil

4 makes very intelligent use of its angles.

It knows when to pan out, it knows what to focus on, it knows where to position you after

a cut scene.

At the time manual camera control wasn't at all popular with Japanese players and so

many Japanese developed games like Devil May Cry and Metal Gear Solid 2 continued to ignore

the right stick for camera control and there's case to argue that all three of these games

relish in that limitation.

We can move the camera but it's a huge help and actually in moments like this where I'm

being chased by a mob I don't need to turn around to see if they're still following

me – for two reasons.

1: I can hear them with sound design and 2.

The visual design tells me they're still following as Ashley is looking back for me.

Now let's talk more about Ashley.

Escort Missions I feel are given an unwarranted poor reputation.

Sure there are some games that execute the practise poorly but that's true of any mechanic.

Now we don't partner with Ashley until 1 and a half hours into the game.

In that time we've taken down a village, an output, a giant sea monster, we've learned

to not rely on headshots as they can now spout these tentically things, we've faced a pack

of wolves and toppled a giant ogre.

It safe to say Leon practically a super hero at this point and we're more than comfortable

with everything the game has thrown at us.

Here's where it brings it grounds things.

Ashley makes this newly found expert player venerable.

She's an extra body to look out for, an extra person to heal.

Importantly though Ashley doesn't limit Leon in any way.

Everything we've learnt is still the same and she'll even lock behind us while aiming

or if we're parted she'll duck when our line of sight.

What Ashley does is provide an extra layer of tension to a player who's become too

comfortable with the game.

Suddenly you may start taking things slower, maybe you aren't going to run through hoards

of enemies as your hitbox is essentially now twice as large.

And if you really don't like her you can put her in a bin and come back for her later.

And that's kind of an interesting part of Ashley.

Upon the replaying the game she accompanies us far less frequently than I remember.

In fact most of the time it's just Leon on his own and the game's really intelligent

about when to separate the two.

Basically segments with fast enemies do not feature Ashley.

There's a segment where Leon and Luis take on a hoard of infected as they stay locked

in a house – Ashley's no where to be found as she's shut herself in a cupboard upstairs.

She just so happens to stay outside before the boss fight with Chief Mendez.

She's captured at the end in 2-3 and whatd'ya know the first enemy encounter of 3-1 is a

fast invisible insect monster – oh and she just so happens to get captured in 3-3 before

in encounter with these insect monsters.

Ashley is never present when you face these guys.

Ashley achieves her goal of grounding the player and when she's never present in moment

where she'd be a hindrance.

I also like how she does this when you shoot enemies on the cable car.

Only potential design flaw with Ashley is if you don't have a rifle during this segment

things get a little tricky and you may end up accidently hitting her.

Being overencumbered sucks, right?

It's a chore in games like Skyrim when you've picked up too much and suddenly have to sort

through your inventory.

So why does Resident Evil 4 get it right?

Well I think part of it comes down to the hands on approach.

Your weapons menu is essentially the inside of a brief case and you're manually able

to squeeze in whatever you can.

This causes you to become selective, you can't just bring along 5 rocket launchers and kill

everything in one hit, you may sometimes even have to sell off beloved weapons as you simply

don't have space for them.

And every time you visit the merchant you make the conscious decision of do I use my

money to buy a larger case, buy new weapons or upgrade my existing ones.

And maybe this is all incentivised from being so involved with the process you're committed

to play along with it.

The only issues here is I would have liked some quick dpad mapping for weapons, especially

later in the game you'll be opening up the menu a lot to change weapons and it can get

a bit tedious.

More than maybe any other game Resident Evil 4 knows when to change things up.

It's the king of pacing.

Throughout this adventure we disrupt lovely farmers just trying to have a good time, we

sail the seas, we have bombastic moments full of terror and hoards of infected and then

we have quiet moments with the familiar blue flame of the merchant where we know we're

safe and we can upgrade our weapons, buy new ones – and then we're being chase by a

giant robot version of one of the main villains.

It knows exactly when to let off, when to let you just soak in the environment and catch

your breath and when to throw you in at the deepend.

From beginning to end we consistently see new forms of enemies and new situations for

older enemies.

Here's a neat a form of evolving a simple concept.

There's a tripmine here that I should shoot from a distance otherwise I'll take damage

from the explosion – oh look that explosion killed some birds and those birds dropped

money.

Hm.

Fast forward to later and oh look at these unsuspected birds just sitting around.

Now we're in the money.

Then we take that concept a step further on actual enemies.

They're all so neatly lined up here, it just makes sense.

And again here – only this time they're further away so I have a real chance of missing.

The game's essentially split into three acts.

The village, the castle and the island.

I often hear the sentiment that the quality dips after the village but I disagree.

I mean sure the village is one of the finest openings of any video game but would a 10

hour game set souly there continue to engross?

I'm not sure.

Resident Evil 4 is a game about building upon a foundation and to dwindle in one location

kind of goes against every other aspect of the game.

Even when you revisit areas they're different.

Unlike previous Resi games set in a small open areas full of backtracking, Resi 4 is

very linear but it never really feels like that because environments loop around.

Here's the village on three different occasions during different chapters.

Sure we're back in the same area but each time we come and go through a different door.

Watch how it plays out here and here and here.

Instances like this make the game feel like more than just a string of levels and along

the lines of a real fully connected world.

It's done again in the castle where we need three pieces of this ornament to open a gated

door.

We don't go around on a fetch quest to find those pieces, we carry on as normal and push

onward.

We pick them up by normal means – never backtracking and eventually we've looped

back into the room from a previously locked door.

And again here we need a medallion to open this door.

We find another path, go through an elaborate underground mine where we somehow end up on

this minecart rollercoaster which manages to loop us all the way around the map back

to where we started and we finish off by picking up the medallion.

When we can picture how things connect we stop viewing them as segments of a game and

start appreciating the context behind the environment and Resi 4 is full of context.

Sure it doesn't make sense how unarmed people can drop ammo or how they throw their axe

and then pull out another but it finds the line between fun and immersion.

Check out this set piece here.

We run along the rim of this dam without really thinking anything of it and as we carry on

we find our path blocked by a waterfall.

So we carry on going the only clear way we can go and we find a lever.

Now let me show you edited version of what we need to see purely from a gameplay perspective.

Now let me show you what we actually see.

The game loves explaining its mechanisms and how things work and it makes me appreciate

the level design that much more.

There's even a side mode called Separate Ways that adds further context to the story.

Here you play as Ada on an adventure parallel to Leons and it explains things like why the

bell rang during the Village sequence, what this dashboard was intended for and why Luis

leaves after the house onslaught.

I never really questioned any of these holes during the main story but it's really satisfying

to understand the context behind everything.

Going back to the village – castle – island tiering – it's almost a disservice to

generalise the games content under such small labelling because this is all village, this

is all castle and this is all island.

Just like enemy, weapon and puzzle variety, the locations change so frequently as does

the tone.

The island may be one of the most bombastic playgrounds the game has to offer but then

you hear these eerie groans – the regenerators.

The build up to this encounter is incredibly tense as we explore this testing lab full

of discarded experiments, every single time you enter a room you almost expect one to

just jump to life and when we finally see them?

Boy is it terrifying.

Usually cut scenes introduced new elements but this is purely in game.

And the island plays with our expectations again.

We're taught that the lack of music means that we're safe but then we encounter this

enemy in pure silence.

And then moments after – oven man!

The island is also home to whatever you class this as.

It's certainly a broad location.

Resident Evil 4 is packed with ideas and the pacing of each one is executed near perfectly

but as the forefront of it all are the simple mechanics you learnt in only its first few

minutes.

I don't personally believe good games can age.

I believe genres can evolve and graphics can become dated but the best games are the ones

like Resident Evil 4 that dedicate themselves to their limitations.

I mean I could and have spent dozens of hours just playing the Mercenaries mode which in

theory should be the most limited and repetitive mode of the game – yet after 13 years it

still feels as fresh as it ever did.

Fun doesn't age.

So while a lot of modern shooters may have new standards, how many of them will we still

be playing a decade later?

How many of them are truly designed around their limitations and is the structure housing

those limitations intelligent?

Well Resident Evil 4 is so intelligent.

Not only is it mechanically excellent but every single element is pure fun.

There's no perfect game but if I had to pinpoint one with the fewest flaws, this one

make the cut.

Resident Evil 4 still holds up and it's one of the greatest games of all time.

Thanks for watching and be sure to subscribe to GameXplain for more episodes from Under

the Scope and other things gaming too.

Oh actually no, hold on, reload animations!

Now we can go.

For more infomation >> The Brilliance of Resident Evil 4 & Super Mario Bros. Style Design - Under the Super Scope - Duration: 22:16.

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Here's How Chick-fil-A Makes A Perfectly Crispy Chicken Sandwich | Southern Living - Duration: 2:09.

(upbeat music)

We hand bread all of our chicken in the restaurant

every single day.

We start with this seasoned chicken breast filets.

We use this one step.

We kind of run our finger through

and we flatten out this chicken.

And what this does for us, is it makes this nice flat filet.

This is gonna cook easier for us.

This is gonna cook more evenly

and it's gonna make sure we're covering that bun

or the biscuit, whatever we're putting the chicken on.

This is just eggs and milk that we use,

just to make sure that this flour

really adheres to the chicken

and gets that nice crispy coating that we love.

So we just do a nice little dip in here.

Give a little shake.

This part's easy and this is where the muscle comes in.

We say that you want to lift your heels off the floor

cause you wanna get even more muscle into this product.

So what we're gonna do, is we're just gonna get our

seasoned flour.

This is just a seasoned flour that we're gonna put on top

of our filets.

And we wanna press this flour in

and we wanna press it pretty firmly.

And so that's when those heels coming off the floor.

You're using some calf muscles.

And we flip this over and we're gonna do that

on each side of the chicken.

So think about doing this for an entire shift.

Our team members get their workout in.

(upbeat music)

So the most important part is frying the chicken.

We're gonna use this pressure fryer here.

And one of the most important things to do

when you're putting this into the fryer

is you wanna make sure

the rough side of the chicken is down.

This is gonna ensure that we don't get a little

pocket of oil cause these like to curl up a little

when they're frying.

Another step we like to take before we put them in the oil

is we kinda do a little dip first.

And then kinda pick them up, and then put them in the oil.

This is a great way for us to make sure that those

don't stick to the fryer basket.

And then we tighten this as tight as we can.

This is where the pressure comes in.

And thankfully we have timers on these

so all of this is automatic for us.

Then they go into our pan.

And that is our beautiful fried chicken filets.

For more infomation >> Here's How Chick-fil-A Makes A Perfectly Crispy Chicken Sandwich | Southern Living - Duration: 2:09.

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*New* Discovery Goku Forced BEYOND Angels By Jiren In New Dragon Ball Super Series? - Duration: 11:26.

I'm having a $500 giveaway for the #ANIFAM members!

Best way to win is clicking the notification bell I'll wait for 3 seconds.

3

2

More details in pinned comment and description

And

1

Looking at Jiren's last moments of Dragon Ball Super,

There are lots of open ends about where his character will go in the future.

A rematch is clearly on Jiren's wish list.

But with Goku not being able to use Ultra Instinct any more,

The gap between their powers will be larger than we've ever seen before.

Because it wasn't simply just Ultra Instinct that Goku used to push him to a level held

by Whis and the other angels.

The true power he held is something that Jiren happened to pick up on in those last minutes

of the Tournament of Power..

This explains why Jiren, with a power that impressed even the Omni Kings, will surpass

the limits of Ultra Instinct.

Forcing Goku to go beyond his Mastered state in the future of Dragon Ball Super.

Let's get it, #ANIFAM!

Even though they defeated Jiren in the most epic ending imaginable,

You can't honestly say that Universe 7 won this battle all on their own.

Because they had help from Jiren himself.

Seems totally strange, I know.

It's hard to ignore the amount of stamina that Jiren had used up.

But if you do, there you'll find how Jiren's future power in this series is linked to the

way he helped with his own defeat in the final Dragon Ball Super Episode 131.

A link hidden in the real meaning behind this:

This very confusing statement all started

With a terrifying act of panic, confusion, and overwhelming frustration.

Seeing Goku, once nothing more than the strongest of the weaklings around him, now surpassing

him, Jiren briefly lost his mind.

Becoming the very type of evil that, since only a child, he'd been fighting against.

With this effort to prove Goku wrong not working, Jiren had nothing left.

Imagine his shock!!

Not even his most used and trusted attacks were phasing Goku now!

You could see it in Jiren's eyes…

A thought he believed would never come to his mind:

"Now what's the point?"

As Jiren was encouraging Goku to get this elimination over with, you could hear his

tone and his words weren't matching up.

It's like he himself didn't wanna believe what he was doing.

But when Goku approached, towering over Jiren, the look in his eye wasn't what you'd

expect.

Wasn't he about to win the Tournament of Power?

About to save his friends and family, plus all the innocent lives of Universe 7 from

the wrath of the Zenos and Grand Priest?

Then why such a dreadful face?

Jiren had lost a lot of stamina, sure.

No one can deny that.

But what you're seeing here is Goku thinking the same exact thing as this:

It's exactly as what you'd expect from Goku.

He didn't wanna eliminate Jiren without winning by himself.

What Goku said meant that he didn't want to win due only to Jiren giving up.

But watching this scene for the first time and with Goku's words being so vague, it

was so unclear as to how Jiren giving up would ever lead to him reaching a limit past that

of Ultra Instinct.

And if you thought the Dragon Ball Super creators were about to just hand over the answer

you were totally wrong.

But in one unexpected move, Jiren found his win postponed.

Th-That's Frieza!

And Android 17?!

Jiren's shock was clear,

But he pushed it off like it was nothing.

He was seeing it for himself.

The truth that he'd always known.

Goku had gone from empty to a level Whis has met in a matter of minutes?!

Whatever this power was that helped Goku master Ultra Instinct,

The proof of its failure was all Jiren needed in order to know...

That Universe 7's loss was already written in stone.

Not only was it Goku's condition that had Jiren on his feet again.

It was also this pathetic team of 2.

One was lucky Jiren hadn't knocked him off the stage last time.

The other was lucky to even be alive!

Goku may have used this strange technique to bring Jiren down,

But their powers combined would never match the mastered Ultra Instinct that Jiren had

just escaped.

All that was left in his mind was the sight of Universe 7's end from the Omni Kings'

small, raising hands.

Jiren had officially forgotten why he had given up in the first place.

But in order to find the power that will eventually force Goku to go beyond Mastered Ultra Instinct,

A necessary evil for Jiren was coming.

With Frieza's hateful words, it was finally made crystal clear.

The answer to defeating Jiren…

What usually comes out as a thread of lies in a cheap attempt to make his opponent lose

their cool, Frieza's words were now coming out the truth.

Ever since this moment,

Jiren had already been losing his cool.

Like throwing salt onto a nasty wound, Frieza had hit the nerve again.

And as with any fighter lost within the dark depths of their emotions, their success in

battle can easily be overturned.

Jiren's case was no different.

With the anticipation of the Grand Priest's final words against them,

Jiren's team shook in disbelief as he fell to his knees.

You could almost hear his thoughts:

How can this be possible?

These 2…

With less stamina than myself…

With less power?

This time, Jiren's intent was much more obvious.

No more vague words or confusing expressions.

Jiren was giving up and there was no 2 ways about it.

Finally we had our answer as to why he would give up, but still found ourselves totally

oblivious to the power Jiren will reach in the future Dragon Ball Super series.

With no expectations of learning this answer himself, Jiren bowed his head in shame.

Universe 7 had this strength that he just couldn't beat.

If only he could find its source, he would surely become more of a monster than ever

before.

And just like that,

the answer practically fell in his lap.

What is this feeling?!

Almost like a shock to his system, Jiren felt a sudden urge of power rising up in him.

The cause…

Where was this coming from?

Only minutes before, Jiren had been declaring his disappointment in Toppo.

The man who gave up everything he knew to gain power.

Something Jiren had clearly just proven he would never stoop so low to.

Yet, it's this teammate's words that sent him a rush of strength.

Is it possible?

For words to turn into physical strength?

Goku had proven it already by mastering Ultra Instinct.

And now, Jiren would answer that question for himself.

Even after finding strength through emotion, Jiren still hadn't fully grasped the concept

that Goku had been trying to teach him.

A lesson leading to their futures in this series.

Just by seeing Goku again, Jiren found a fearsome new strength.

But with the power of 3 very weak bodies, Universe 7 used a technique that Jiren had

only scratched the surface of.

Suddenly, nothing surrounded Jiren.

It was for certain.

The next surface to touch his body would be the seats in the stands above them.

Jiren's eyes widened as he finally figured out the key he needed to win all along.

With Jiren finally understanding that it was never raw strength that would provide him

with the strongest power, he refused to open his eyes.

Weak and ashamed of himself.

Until he heard a surprising sound.

The sound of praise and pride coming from his teammates.

After everything he'd done to them.

The hateful words he spat at them.

Yet, they still thanked him for the effort he gave.

He had 100% proven himself to be a true defender of his universe.

The ultimate Pride Trooper.

As touching as this moment was, Jiren was clearly still confused by what he was hearing.

Seeing the full power that something like trust holds wasn't enough for Jiren to grasp

how to do it.

Similar to a child hearing from their parents for the first time that Santa isn't real,

Jiren's whole theory on friendship and teamwork:

Had totally just been debunked.

It was hard for him to grasp something he had known to be true his entire lifetime turning

out to actually be false.

Meaning, Jiren, in his last moments of life, still did not know how to use the power of

trust and friendship.

A sad event that Android 17 unselfishly undid.

Giving Jiren another chance to learn this terrifying power.

Looking around him, Jiren saw his beautiful Universe 11 restored.

But the feelings of relief and joy were quickly wiped away by the disappointment he had felt

just before getting erased.

It didn't seem like much of a point…

Getting brought back.

After living bound to his past, Jiren believed there was no way he could learn to form a

connection such as friendship.

Jiren had once again given up.

Until he was reminded by a fellow teammate,

Someone who had always called Jiren his sworn friend,

That they already formed a bond.

An understanding of Universe 7's most fearsome of powers started sparking.

Had Jiren already forgotten?

With words alone, Toppo had given Jiren physical strength.

This was the very basis of trust.

And now that Jiren clearly saw that he can actually change…

That he can actually use such a power…

Already knowing that Goku can no longer access Ultra Instinct, Jiren's words are chilling.

The power he had already gained by trusting in only himself will obviously be multiplied

by learning how to use teamwork.

With a rematch sure to come in the future series of Dragon Ball Super, Jiren will definitely

be forcing Goku to go beyond Mastered Ultra Instinct.

Don't ya think, #ANIFAM?

For more infomation >> *New* Discovery Goku Forced BEYOND Angels By Jiren In New Dragon Ball Super Series? - Duration: 11:26.

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Top 10 Free HD Android Games April 2018 - Duration: 6:40.

Top 10 Free HD Android Games April 2018

For more infomation >> Top 10 Free HD Android Games April 2018 - Duration: 6:40.

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Dessert recipe for diabetes | Natural Health - Duration: 2:49.

For more infomation >> Dessert recipe for diabetes | Natural Health - Duration: 2:49.

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Growtopia | Getting Easter Dragon! - Duration: 2:44.

*Intro*

Turn on the notifications to never miss a single video!

Waddup cherries!

It's been a while since I last uploaded

The reason is school

Well, I don't really have anything to upload today, so I'll just do this

For more infomation >> Growtopia | Getting Easter Dragon! - Duration: 2:44.

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Elbphilharmonie Experience | »Elphi vor, noch ein Tor« - Duration: 2:17.

School Concerts at the Elbphilharmonie Hamburg: Elphi vor, noch ein Tor!

I play a lot in an orchestra myself. I've already visited the Elbphilharmonie

and managed to get some tickets.

Last summer we noticed that there are concerts for schools,

and that prompted us music teachers to get together and organise visits to these concerts

with as many of our students as possible.

Plenty of Hamburg pupils should have the chance to experience the Elbphilharmonie from the inside.

It goes without saying that a lot of youngsters feel inhibited about going to a concert at all: a lot of them

have never been to one in their lives. But the earlier you start, the more of them will go to concerts later on, too.

We wouldn't be able to put on such a wide range of school concerts without the support of

the Haspa Music Foundation.

Box office receipts are small, as the tickets only cost a few euros,

so we really appreciate the help that the Haspa Music Foundation gives us.

I really like the fact that the music was played by the Symphoniker Hamburg.

Everything was arranged like at a football match, with different songs being played against one another.

I thought it was very well structured and very symphonic,

and I was particularly impressed by the great acoustics in the Grand Hall.

Plus, it doesn't matter where you sit, you have a really good view.

We'll be discussing again what pieces of music we actually heard.

And we haven't really talked about the musical instruments yet, either.

We intend to come back to that, even though most of the students were able to identify pretty much all of the instruments.

For more infomation >> Elbphilharmonie Experience | »Elphi vor, noch ein Tor« - Duration: 2:17.

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YankieFlix TV en tu Kodi - Duration: 10:47.

For more infomation >> YankieFlix TV en tu Kodi - Duration: 10:47.

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Breaking News Today⚠️World War 3 North Korea THREAT, Talks with Trump could leave US allies_us news - Duration: 2:41.

breaking news today

welcome to USA breaking news today please subscribe and click notification

box to get all breaking news alert breaking news today North Korea threat

talks with Trump could leave US allies open to missile attacks North Korea's

leader Kim jong-un agreed to diplomatic talks with US president Donald Trump but

Asian politics expert Sean king warned US allies could pay the final price for

any agreement between the pair North Korea has long been fueling fears of

World War 3 with threats of missile attacks on US allies in South Korea and

Japan in September 2017 Pyongyang fired a ballistic missile toward Japan rousing

panic and resulting in harsher UN sanctions on the dictatorial regime mr.

King told news.com a you talks between US president Donald Trump with leader

Kim jong-un could ultimately spare the u.s. from future attacks but leave its

allies in the region vulnerable to Kim's nuclear ambitions he said my fear is

that Trump cuts some deal with Kim that eases up on sanctions or worse agrees to

something that spares us from North Korea's ICBMs but still leaves Japan and

South Korea vulnerable to Kim's short and medium-range missiles the Asian

politics expert also said that he did not believe the US would be targeted no

matter how badly talks with mr. Trump went due to fears of certain destruction

he added no matter how badly any Trump Kim summit goes there's no chance North

Korea will end up bombing us because Kim wouldn't want to risk his own certain

destruction in return president Trump agreed to talks after a

message from tyrant Kim was delivered to Washington by a South Korean envoy

saying the North Korean leader was prepared to talk about denuclearization

and would freeze missile tests during talks dot the warning to US allies comes

days after the British Ministry of Defense published its report on the

risks posed by North Korea suggesting the rogue regime could be ready to

strike the UK in a matter of months a series of nuclear and missile tests

carried out by North Korea later last year triggered the UK government to

examine its responsibilities to the threats of an attack

but despite reduced tension between the North Korean regime and the

international community Defense Minister Earl Howe revealed North Korea could be

on the verge of developing missiles capable of reaching the United Kingdom

he said our judgment is that it's probably six to 18 months before they

will have an ICBM capability capable of reaching the coast of the United States

or indeed ourselves thanks for watch please share like comment this video and

subscribe channel for latest news

For more infomation >> Breaking News Today⚠️World War 3 North Korea THREAT, Talks with Trump could leave US allies_us news - Duration: 2:41.

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【バーチャル】リスナーを全員疑う初ラジオ【推理】 - Duration: 1:05:30.

For more infomation >> 【バーチャル】リスナーを全員疑う初ラジオ【推理】 - Duration: 1:05:30.

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Breaking News Today⚠️World War 3 North Korea BOMBSHELL, USA and North Korea hold SECRET TALKS - Duration: 2:55.

Breaking News Today⚠️World War 3 North Korea BOMBSHELL, USA and North Korea hold SECRET TALKS

For more infomation >> Breaking News Today⚠️World War 3 North Korea BOMBSHELL, USA and North Korea hold SECRET TALKS - Duration: 2:55.

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SUSAN WOJCICKI - WikiVidi Documentary - Duration: 5:34.

For more infomation >> SUSAN WOJCICKI - WikiVidi Documentary - Duration: 5:34.

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STOCK ROM VS CUSTOM ROM? ANDROID 6.0 VS ANDROID 8.1 | PIXEL EXPERIENCE ROM VS STOCK 6.0 ON MOTO G3 - Duration: 4:38.

For more infomation >> STOCK ROM VS CUSTOM ROM? ANDROID 6.0 VS ANDROID 8.1 | PIXEL EXPERIENCE ROM VS STOCK 6.0 ON MOTO G3 - Duration: 4:38.

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How To Download All Your Facebook Data? - Duration: 2:52.

Hello YouTube.

This is Praveen for TechEmpty.

Here in this video I will be showing you the tutorial on how you download your entire Facebook

data or archive to your local hard drive.

So, without any further ado, let's get started.

To download the Facebook data, you first need to login to your Facebook account with the

username and password.

Once you are in, find this little down arrow icon to expand the available options.

At the bottom choose 'Settings' Now when you are on the 'General Account

Settings' page, find 'Download a copy of your Facebook data.'

text at the bottom of the page.

Click on 'Download a Copy' and you will be taken to the download page.

Here you can refer what kind of information you will get when you download facebook data

to the computer.

Once you feel okay, click on 'Start my Archive' to request the download.

This will bring you a popup notification of the download request and again choose 'Start

my archive'.

You will then greeted with a message that 'We are gathering your information and will

send an e-mail to the account email address when it is ready for download.'.

This will take about 20-30 minutes and after that, you will get an email with the download

address.

Click on the link that facebook sent to your email address to download the data to your

local hard drive and click on 'Download Archive'.

You will be asked to enter the account password to authenticate the download process.

Depending on the data you shared on the Facebook, the size of the file may differ.

Like if you shared a lot of pictures and videos, your archive size may be around few gigs.

Mine was around 800mb and you need a RAR or Zip extractor to unzip the file.

Once you unzip the file, open the folder and find index.html.

There you go.

You can see your profile information, contacts, timeline, photos etc.

And here is the scary part.

Facebook stored all my phonebook contacts right from the day I created my profile.

And the best part here is, you can retrieve any phone number of your old friends incase

if you lost it.

Also, if you are an Android user, you may find the call logs too.

I will show you how you can delete these phone contacts from the facebook in my next video.

So, stay with us.

That's it for this quick video.

I hope you find this video useful.

If you do, please hit the like button and consider sharing this video with your friends.

Also, don't forget to subscribe to this channel for more awesome videos like these.

Your contribution is more to us.

This is Praveen signing off, hope to see you in my next video.

Thank you!

For more infomation >> How To Download All Your Facebook Data? - Duration: 2:52.

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Breaking News Today⚠️World War 3 North Korea news, Kim Jong un could unleash 'UNIMAGINABLE... - Duration: 3:19.

Breaking News Today⚠️World War 3 North Korea news, Kim Jong un could unleash 'UNIMAGINABLE...

For more infomation >> Breaking News Today⚠️World War 3 North Korea news, Kim Jong un could unleash 'UNIMAGINABLE... - Duration: 3:19.

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Amazing hairstyles - Cute and Easy hairstyles tutorials compilation - Duration: 11:07.

amazing hairstyles

cute hairstyles

easy hairstyles

best hairstyles

For more infomation >> Amazing hairstyles - Cute and Easy hairstyles tutorials compilation - Duration: 11:07.

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Folge 24: Der Test: Lattenrost vs. Spanplatte - Duration: 4:07.

For more infomation >> Folge 24: Der Test: Lattenrost vs. Spanplatte - Duration: 4:07.

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আজকের রাতের ইন্ডিপেন্ডেন্ট টিভি বাংলা খবর লাইভ ৮ এপ্রিল ২০১৮ - Duration: 10:31.

bangladesh news 24

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