Just mailed my self exclusion sheet to the casino! Here is to day 1 again but for the LAST time. Thank you everyone who helped to give me the strength and encouragement to start my new life free from this crazy stressful insomniac broke old life ❤️
Voluntary self exclusion from casino, bingo hall and tonight I added on-line casinos to that list. I need to refocus and try to find the things that entertained me before the life of gambling. I used to have so much fun and be so busy without gambling in my life. Now I have to take time to remember and make it happen again. It’s going to be a tough road, but I do remember that I had a life prior to this insanity. I’m going to get some therapy to help guide me. I’d be a fool to believe if I could go this alone. I’ve lost soooo much $. I’ve also lost my dignity, feeling of self-worth and sense of pride. And let’s not forget the loss of precious time. Fortunately I have kept my relationships together and have people in my life who know my story and support me. Tonight I start another day 1.
I’m in Illinois and have self excluded from casinos but now there are slots everywhere grocery stores, gas stations laundromats gambling rooms restaurants bars, everywhere! Self exclusion doesn’t apply they won’t implement it. Can you take a sec to help me try to get self exclusion? It’s killing me
I’m in Illinois and have self excluded from casinos but now there are slots everywhere grocery stores, gas stations laundromats gambling rooms restaurants bars, everywhere! Self exclusion doesn’t apply they won’t implement it. Can you take a sec to help me try to get self exclusion? It’s killing me
[End of Dragons] Ideas for 9 new Canthan elite specializations
Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved:
Gain Elemental Enchantments and Weapon Swap instead of Elemental Attunements. Every time you use an individual weapon skill, it will automatically swap itself to the next element, using the cooldown of the previous skill. Use an elemental enchantment to refresh those cooldowns and force all your weapon skills to channel the same element at once. By default, the order followed by the automatic swap sequence is fire, water, wind, earth, and then fire again. This order can be customized through traits. Glyphs and traits relying on active attunements will use the active element of the fifth weapon skill as the reference instead.
You can wield the Longbow weapon in combat. All five longbow skills work as chain skills, giving them good synergy with the elemental enchantments mechanic.
Gain access to Mantra slot skills. Just like weapon skills, mantras gain different effects depending on their active element, which swaps automatically with every use.
Gain Spectres instead of Clones. Spectres are weaker than clones, but replicate themselves on destruction, reducing their size and power. A normal spectre will spawn two medium spectres, a medium spectre will spawn two small spectres, and a small spectre won't replicate any further. Shatter skills affect all spectres no matter their size, adjusting their strength to the size of each shattered spectre.
You can wield the Shortbow weapon in combat. All five shortbow skills work as channeled skills, employing multiple consecutive projectiles at once. Each of these projectiles is weaker individually, but their combined effect has the same strength as any common ranged weapon. When all the projectiles hit their target, the strength of the combined effects double.
Gain access to Shout slot skills. Shout effects are divided in three phases, each triggered by one of the three spectre sizes. The first phase is triggered by the mesmer and normal spectres, the second by medium spectres, and the third by small spectres. Completing the three phases will unlock an additional fourth effect, triggered by all spectres at once. Shouts are inspired by Canthan poetry, each phase covering one out of four verses.
Gain Plague Bomb, Toxic Pollen, Afflicted Miasma, Scarab Spore, and Plague Shroud instead of Death Shroud. Plague Bomb throws an explosive to the target area. Toxic Pollen, Afflicted Miasma, and Scarab Spore work as enchancements for your bombs. Activate and combine them to modify the effects of your plague bomb, leading to a total of eight possible combinations. Plague Shroud turns the necromancer into a walking combo field. All plague skills consume life force.
You can wield the Pistol weapons in combat. Pistol skills gain additional effects depending on the active plague enhancements.
Gain Dreadnought Suit and Phase Shield instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt and weapon skills for all your engineering kits. Phase Shield will replace your endurance bar while the dreadnought suit is active, sacrificing dodge rolling in exchange of a bonus health bar.
You can wield the Mace weapons in combat. Mace skills are inspired by the core engineer Tool Kit utility skill, which has been removed and replaced by a new gadget elite skill. Additionally, maces are not exclusive for the dreadnought elite specialization, and once unlocked can be used by the core profession and any other elite specializations as well.
Gain access to one new healingengineering kit, one new utilitygadget, one new utility elixir, one new utility engineering kit, one new utility turret, and one new elite engineering kit. These new slot skills are exclusive for the dreadnought elite specialization.
Gain Pet Focus instead of Pet Swap. Both pets are deployed in combat simultaneously, pet focus letting you command the beast skills of one pet at a time.
You can wield the Shield weapon in combat. The fifth weapon skill turns defensive mode on and off, reducing your movement speed in exchange of alternate weapon skills. This affects the fourth shield skill, as well as all three skills from main-hand axe, main-hand spear, and main-hand sword.
Gain access to Venom slot skills. Venom effects are applied to the ranger, both pets, and up to four other nearby allies. Once used against a target enemy, their negative effects stack, increasing their strength the more hits the target receives.
Gain Shadow Blade and Shadow Strike instead of Steal. Shadow Blade summons an exact copy of the thief, with half the attributes and health. This shadow blade companion will follow the thief for ten seconds, mimicking all of his actions within a delay of two seconds. Shadow Strike commands the companion to shadowstep to the target foe and gain a stolen skill.
You can wield the Greatsword weapon in combat. The first weapon skill has five chain steps instead of the usual three. Weapon skills two to five gain stronger effects the further the chain progresses, and will not interrupt it when used. Successful hits by the shadow blade will count as a step forward for any chains on progress, greatsword or not.
Gain access to Stance slot skills. Stance effects are applied simultaneously to both the thief and the shadow blade.
Gain Virtue Attunement instead of Virtue Activation, Just was Xun Rao instead of Virtue of Justice, Resolute was Reiko instead of Virtue of Resolve, and Courageous was Ashu instead of Virtue of Courage. Attune to a virtue to strengthen its passive effect, disabling the effects of the other two virtues in the process.
You can wield the Warhorn weapon in combat. The warhorn gains alternate weapon skills depending on the active attunement.
Gain access to Spirit slot skills. Just like warhorn skills, spirits gain different effects depending on the active attunement.
Gain Wind Walk instead of dodge rolling. Hold the dodge key to dash instead of dodging, dash distance increasing the longer you hold down.
You can wield the Greatsword weapon in combat. Weapon skills two to five work as charge skills, gaining stronger effects the longer you hold down. Wind Walk does not cancel charge skills, giving it good synergy with greatsword skills.
Invoke the power of the legendary tengu windwalker, Tsuru Whitewing, and gain access to Legendary Windwalker slot skills. All five windwalker skills depict famous tengu paintings, representing different events across tengu history. Skills six to nine represent how each of the four tengu houses came to be, in turn inspired by the four winds. The elite skill, "The Great Wave off Shing Jea", represents the Great Tsunami itself, and the culmination of the tengu journey.
Gain Thunder Bell instead of Burst weapon levels 2 and 3. Thunder Bell summons a mystical cannon bundle, which can alternate between ranged and melee modes through weapon swap. Carry it on your left shoulder to fire thunderbolts against your enemies, or use both hands to wield it as a blunt weapon and crush them at close combat. Thunder Bell is considered a level 2 burst skill, and once activated, both the ranged and melee versions will replace the previous weapon bursts with their own level 3 burst skills.
You can wield the Staff weapon in combat. Weapon skills two to five work as sequence skills, unlocking additional skills on successful hits.
Gain access to Preparation slot skills. Preparations gain stronger effects depending on individual adrenaline thresholds.
Some lore tidbits, for those interested:
Elementalist - Skyfire: Ancient naga battlemages, brought back from the dead as the frozen waters of the Jade Sea brim with life once again. Horrorized at the woes of the modern world, they gather the Luxon clans and the kappa tribes for war.
Mesmer - Trickster: Members of the Jade Sisterhood, they run the brothels, casinos, and theatres of Kaineng City. They specialize on blackmail, bribery, and deception. Their influence seeps deep into the Canthan aristocracy, making them impervious to the law.
Necromancer - Apothecary: Cultists of the Am Fah, self-proclaimed freedom fighters for the lower classes and lesser races of the empire. They will stop at nothing to overthrow the emperor, resorting to biological terrorism if necessary. After all, they can always blame the Celestial Ministry.
Engineer - Dreadnought: The noble men and women who drive the war machines of the empire, their combat armors admired and feared by allies and enemies alike. Rumor says their cannons are powered by the spirits of ancient deities, imprisoned by the dark sorcerers of the empire.
Thief - Shadowblade: Assassins of the Obsidian Flame, gone rogue after the guild was disbanded by the Celestial Ministry. They wage a secret war against the empire's corruption, supported from the inside by the remaining loyalist factions. Their numbers are thin, but their resolve unshakeable.
Guardian - Spiritcaller: Forefront of the Celestial Ministry, guardians of tradition, followers of the old ways, and the last remaining ritualists of Cantha. Mouthpieces for the imperial propaganda, they channel the echoes of the fallen heroes of the empire, binding the spirits of criminals to their service.
Revenant - Windwalker: Elite tengu bodyguards and executioners, they pay for the crimes of their Sensali ancestors with lifetime service and utmost devotion to the human imperial throne, deeming their brothers beyond the sea as nothing but despicable traitors.
Warrior - Thunderlord: Warrior monks of the Sai Ling Order, they commune with the Great Celestials to channel their might, embarking on quests across the countryside in search of deeper enlightenment, vowing to, one day, become Closer to the Stars.
Bonus: New weapon types
Few new weapon type ideas, for a total of 18 ground weapons:
Bow: The Longbow and the Shortbow have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into dagger skills, and his original dagger skills will be transformed into knuckles skills.
As part of a new player experience, each core profession would unlock some of the old and new weapon types for free, without any elite specialization requirements:
Elementalist: Greatsword, Polearm.
Mesmer: Pistol (main-hand), Warhorn.
Necromancer: Axe (off-hand), Polearm.
Engineer: Scepter, Knuckles (main-hand and off-hand), Focus.
Thief: Spear, Knuckles (main-hand and off-hand).
Revenant: Axe (main-hand), Mace (off-hand), Knuckles (main-hand and off-hand).
Further unlocks would become possible through either new elite specializations or additional updates to the core professions. Note that this section is independent from the new elite specialization ideas. Had these gathering dust for quite a while now, figured I'd rewrite and post them. Hope you liked the read! EDIT:Same thread at the official forums.
In the past, Chris Hedges has forecast the fall of America by 2030. Perhaps, perhaps not. Almost undoubtedly there will be a United States of America come January 1st, 2030 -- barring some nuclear holocaust. But what it is has been so hollowed out by decades of grift and corporate self-interest, it will be about as recognizable as Imperial Rome was to the Roman Republic. Institutional forms merely carried forward as but a facade. But it has become clear to me 2020 has been America's last great Hurrah. By Hurrah, I mean the artificial propping up of the stock market and the upper middle class crowded around it like an enclave of apes around a monolith they worship but fundamentally don't understand, entranced to madness while the elites pull the levers of the enigmatic machine. What started as an actual economic tool, had been transformed into a retirement fund like houses for a privileged generation or two, and now is merely a casino where the house always wins -- although the ones playing seem wholly oblivious to the fact unlike in Las Vegas. Others are cheering on Joe Biden as the next savior, much as Obama should have been. His cabinet picks show a man trying to reconstruct 2016 BAU. The man himself seems primed to be the next Jimmy Carter. For those too young to remember, that nice guy was as useful as using cat's whiskers to push a car. Mr President-Elect is a gerontocrat from another era well past his prime, the boomer's last gasp and grasp at maintaining power. It's already quite evident his administration will likely be run by teams of underlings in a multi-sided tug of war with each other, no one at the helm. This is not unique, Reagan was somewhat the same way and before him Woodrow Wilson after a stroke. But the illusion of the President being someone with his hand on the wheel was maintained, who knows what will occur when that public perception is shattered? Weekend at Bernies was fun and games when it was a random rich guy that had no fundamental power over a nation. Today I was at possibly the last institution of American greatness, one thing most citizen's loved and could agree on. The Post Office. Established by Ben Franklin. Semi-privatized by Reagan. Stifled by Congress. Stopped neither by snow, rain, heat nor gloom of night -- it has finally been brought to its knees these last six months. Not Corona. But by a Trump desperate to win an election and decades long Republican yearning to privatize yet another public service, one that is largely self-funded but to a small fraction of what it costs to keep the military. Avowed corporatists dreaming of bringing the "free market" to streamline and inevitably force private monopolized pricing, especially on rural America. Elderly with drugs. Those running small businesses. Communities out in boondocks that will never get UPS/Fedex service, the PO being their single lifeline out into the greater world. America's last great institution has fallen. Sorting machines scrapped. Its upper tier fired or shuffled. Immense delays never seen in the past so systematically. Corona conveniently blamed. The regionalism of the Hunger Games was an inspired bit of foreshadowing from fiction to where we're headed in the near future. In all likelihood, an increasingly autocratic North-East Corridor tail wagging the rest of the dog just as Goldman Sachs & Friends dictated $9T bailout the NYSE casino. No ideology is at play, nor any greater political theory other than The Rich Make the Rules, So Let the Rich Get Richer. Merely through disparate wealth and power and connections. In a sense, America has always centered this way regionally dating from the original Colonies and cemented in the 19th Century. It's just merely never been explicitly formalized. Decades from now, when people ask when the peak of the US came and some may expect to hear 2020 or 2030ish perhaps. Corona or some other clear delineation like the fall of the Berlin Wall may exist. But those are just visual symptoms. The actual answer by most metrics will be 1945 and the immediate postwar. A result of a culmination of moves from early 19th Century towards hemispherical hegemony and empire. The rest of the industrialized world devastated, it served as uncontested factory and Superpower to the world. Exports were at max. Unemployment was low, wages were high. Its Universities had been bolstered by Europe's top talent since the early 1930s. It had exclusive access to the Atom Bomb. And was at the very cusp of computing which would pay major dividends later. By most metrics, America dominated everyone else. "Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times.” What we have left is just an afterimage placed over a husk that hasn't been dispelled quite yet. Like a major corporate stock too many bet on long after the company has slumped in reality because they remember the good times which feeds their hopium. YHOO. Sears. USA. Company or nation, the story of once-dominant interests mostly repeat as human nature stays the same. Enjoy your 2021. A delirious "Return to the Mean" will be the main theme in most people's minds. Use that tidbit as you wish.
I'm interested in speaking with problem gamblers in Ireland.
I am currently in talks with a well known politician about having this issue raised in the Dail. I myself have suffered from gambling addiction and take issue with the lack of support available in this country compared to other EU countries. For example: There is no law requiring casinos to have self exclusion programs! (Bookmakers do but they don't have a database) There is no regulation of online casinos, most offer their own self exclusion options or betting limits, but unlike the UK there is no service allowing us to opt in for a voluntary program which automatically blocks your access to all online gambling, this is done by adding your details to an online database which all casinos must have access to and block your sign up or face hefty penalties. There are no counselling or support services for problem gamblers which are government funded, there is gamblers anonymous and problemgambling.ie , the first one is inaccessible due to lockdown, the second has only one person who answers the phone. This is despite Ireland having the third highest gambling losses per adult in the world. If you have a gambling problem and feel the country could be doing more, I would love to hear from you (Private message if you prefer). Also, if you are struggling from gambling and lack of access to GA meetings due to lockdown is affecting you, we do have a group chat set up for problem gamblers. We have about 40 members and it's a great place talk if you need. Let me know if you're interested in this also. Lockdown is an extremely hard time for people with gambling addiction, as many of us are at home with nothing to do and the temptation is much harder to overcome. EDIT: Shinn Féin have agreed to highlight a number of things in the Dail.
Legislation to tackle marketing
Increased supports for problem drinking, problem gambling, and drug use and addiction
Conduct short review of the gambling sector and introducing regulatory reform of the sector
Also they have mentioned the following regarding addiction services during lockdown: "The Minister has eventually confirmed that addiction services have now been added to the exceptions on level 5 regulations. It is my understanding that this gives groups permission to meet in accordance with the public health guidelines in place ."
I hadn't gambled in some months and had successfully fought the urge to do so, but tonight for whatever reason, I gave in. Managed to set up an account after trying numerous casinos due to Gamstop and self exclusions. Had to pay using my PayPal because I've blocked gambling transactions on my card. You'd think that having to manoeuvre the road blocks I had set up for myself would give me pause for thought, but tonight it didn't. It sucks, but I was wise enough to put a small deposit limit in effect before I started gambling. If I didn't, I likely would have emptied my bank account. I lost £100 overall and then excluded myself from the site. I'm annoyed at myself for gambling but I'm relieved that I didn't allow myself to go nuclear. Day 1 again!
Modern tips in 2020 to help you quit online gambling.
Some background - I am a recovering gambling addict from the UK, so some of the stuff I will write may be a bit UK specific, but the general theme will apply to most countries. If there are similar alternatives in your country - comment them below - it could help others out a lot. Everything I write about below is 100% free. ------ BLOCK ACCESS TO CASINOS
A recent tool some bank apps in the UK have added is the ability to block all gambling deposits from your card. Turn this setting on. If you then try to disable it, it will take several days for it to actually kick in. This way, you can't just undo it when you get the urge to gamble. If your bank doesn't offer this, IT'S TIME TO CHANGE TO A BANK THAT DOES, AND THEN CLOSE YOUR CURRENT ONE. Banks I'm aware of which offer this are: Monzo, HSBC - I'm sure there's many others.
GAMSTOP is a free gambling blocking service in the UK that when you register with it, betting companies operating in the UK must check with this service to see if you have registered a self-block. If the betting companies detect you have registered, they must not let you register with them/continue using their service. GAMSTOP can take upto 72 hrs to kick in once you have registered. Do it now. https://www.gamstop.co.uk/
Permanently exclude yourself from any betting site you already have an account with. GAMSTOP should hopefully do this for you - but regardless, log in to any betting sites you are registered with and go to Responsible gambling > exclusion, and permanently exclude yourself. One thing I used to be concerned with about this was - if I have a pending withdrawal and I do this, what happens? The answer is - your withdrawal will still be processed, you do not need to worry. Do it, and never look back.
MUTE CASINOS FROM YOUR ONLINE SOCIAL LIFE
Twitter allows you to mute certain words - so any post containing such words that would normally appear in your feed - will now become completely invisible. I had a lot of accounts I follow retweeting betting adverts or just talking about betting in general, and now I no longer see anything remotely like this. To do this, go to Settings > Content Preferences > Muted > Muted Words. I added words: bet, accumulator, casino, odds. Other social networks may offer similar features, but I only use twitter.
Block betting email adverts from getting to your inbox. GMAIL allows you to filtecatch certain words from incoming emails - and if it picks a match up - those emails will be dumped straight into your spam folder. I cannot remember the last time I had a casino email arrive in my inbox since I set this up. To do this in GMAIL - Click the Gear icon in the top right, go to Filters and Blocked Addresses, Create new filter, then in 'Has the words' field - enter your words. E.g casino, bet etc.
Get a free AD BLOCK tool. On my PC, I use google chrome for internet. I have the chrome extension ADBLOCK. This automatically blocks adverts on things like Google search, YouTube, Twitter etc. I barely see adverts at all anymore - and most importantly, any betting adverts. If you've never installed an extension before, don't worry, it literally takes a few seconds. If you use firefox or another browser, google ad block for x, there are alternatives for there too. For chrome: https://chrome.google.com/webstore/detail/adblock-%E2%80%94-best-ad-blockegighmmpiobklfepjocnamgkkbiglidom
DON'T F WITH CRYPT* CURRENCIES OR ONLINE TRADING I quit gambling a few years ago, and fell into this trap. I saw all the coins going up and up, and shoved a load of money into it. I didn't fully realise I was just straight up gambling at the time. I lost a fortune doing this. Do not let anyone rope you into this - all the stories are the same as regular gambling - you don't hear about the miserable stories, only the unlikely success stories. In the steps for muting/filtering above - I also added words related to this: 'trading', 'b*tcoin' etc. ----- Good luck! I'm 2 years clean now, here's to the next 2.
The Pretty Idiot's Guide to Human Space: Rugen (part 1)
The salvo of coilgun shells smashes into the complex of bunkers on the opposite riverbank, sending a spray of charred dirt, sandbags, and timber flying into the air. A sloped bastion caves in, burying the rifle pits at its base. One leg of a watchtower is blasted away and the whole thing sways drunkenly before twisting and collapsing across the trenches, the flagpole on its roof somehow landing upright and leaving the enemy's blue-and-gold standard waving in the debris-laden breeze. The Human artillerymen beside me let out a cheer and jump up and down, slapping each other's outstretched hands. The army of Humans watching from beyond the battery all jump around and cheer, too, their yells loud even compared to a half-dozen high explosive shells. And... so do the Human gunners on the hillside across the river, and the army behind them. They all cheer and applaud. Even though they are, in fact, the enemy whose defenses are getting blasted into pieces the size of a poet's paycheck by the aforementioned coilguns. So... I cheer my lovely green head off right along with them, because things are exploding and stuff is burning and apparently the Humans on this planet just generally approve of that sort of thing. My name is Solontha reValthinna, and I'm the Felra who goes to the places nobody else wants to and learns about them the hard way so you can learn about them the easy way. That's my angle as an author, and that's why I'm the Pretty Idiot. ---- "Solontha, darling, I've got just the destination for your next Pretty Idiot's Guide!" My business agent only sounds that chirpy when she's found some new way to try to get me killed. I'd like to think it's because the more trouble I get into, the better the resulting books turn out. That, or she still hasn't forgiven me for that topless dance I did at the Publishers' Guild dinner party she took me to. In my defense, they provided the liquor. I just happened to drink a lot of it. Also in my defense, my topless dancing is godlike. "Not back to the Tarq Imperium, I hope? They said they'd shoot me if they ever caught me inside their borders again." My agent clucked at me. "They said no such thing. They just heavily implied it. And that was only because you wrote that they were a bunch of pointlessly brutal totalitarian fuckwads." I snorted. "That's right. And it was the 'fuckwad' part that they objected to." "Nobody likes being called a fuckwad, Solontha. Fuckwads least of all. But, no, I'm thinking we send you to write about a Human planet this time." Humans? Interesting... The few I've known, I've mostly liked. Well, I don't hate them, anyway. And they look kind of like us Felra, at least a little bit. If you took a Felra and eliminated everything behind her forelegs -- and kept her from dying from lack of some important organs, obviously -- you would have something that still doesn't look particularly like a Human. So, dye her green skin an earthier color, replace her beautiful tresses of feathery-branching tvan with coarser, single-stranded hair, remove one pair of breasts, and take a digit from each hand. She still doesn't look quite Human. Make her face a bit rounder and flatter, thicken her bone structure, and Congratulations! You've surgically converted a Felra into something that could possibly maybe pass for a Human in really poor lighting. Also, you're a sick fuck for doing such a thing. Point being, Humans are sufficiently similar enough to us that they can be cute, in a goofy bipedal sort of way. And immersing yourself in an alien culture can be more rewarding if you can also immerse yourself in some attractive alien nookie along the way. Any aspiring travel writers who are reading this can consider that a pro-tip from the Pretty Idiot. "So, any particular Human world? Somewhere with casinos, maybe? Or some place run by the Church of Giving Money, Liquor, and Carnal Pleasure to Sexy Alien Visitors?" That last bit caught my agent off-guard. "Is that an actual religion?" "If it was, do you think I'd still be working?" "Of course you would. You love travel, trouble, and remunerated smart-assery too much to just quit." Ah, I'm such a lucky Felra. Most agents charge extra for that kind of quality banter. "The place I've got in mind for you is Rugen, a frontier-level colony world well off the outer fringe of the Arm." "The tail-tip of nowhere, in other words. And what's the attraction for a Pretty Idiot to play tourist there? Societal collapse? Rampaging Felra-eating predators? Pandemic-level clown outbreak?" "How about the longest-running ongoing war in the Known Galaxy? Two hundred eighty-seven common years and no end in sight." Yow. I'm passingly familiar with war, having wandered through five or six of varying size and awfulness while sightseeing -- and writing about said sightseeing -- and three centuries is a lot of war, especially confined to one planet. I could only imagine how that could twist and scar a world and its people. The devastation. The tragedy of wasted lives and resources. The sheer dysfunctionality of societies raised for generation after generation on bitter vengeance and the never-ending march towards victory and a peace they can no longer even properly conceptualize. A world of bloodlust, paranoia, and the threat of sudden brutal death staining every moment of every day. Why, the possibilities for misery were endless. It sounded perfect for a vacation getaway. ---- I took regular commercial liners as far as Thielbarra, but had to buy passage from there to Rugen on an independent freighter that was slightly more reputable than a spaceport prostitute, just not as hygienic. There were only three other passengers headed to my destination, including a Kreevin botanical researcher who ignored everybody and a not-very-sober Zharg who worked for one of the big interstellar communications providers and who must have fucked up his job just badly enough to get sent to an isolated hole-in-the-void posting, but not quite badly enough to be fired. I ended up sharing a cabin with the only other quadruped, an adorably optimistic Iraitrian missionary who was going to Rugen to set up a temple to the Harmonious Gods and try to get a congregation going. Being the cynical agnostic wretch that I am, I just had to ask how much demand she thought there would be for a doctrine of cooperative religious pacifism in the middle of a war zone. "You offer food to the starving, not to those with bellies already full," she told me. "Our beliefs are meant to be applied in the world, not just agreed with in the temple." And did she expect to end the war all by herself? "I hope to make a difference to someone. Whether it's by teaching the Way, by being an example, or just by offering a person who needs it a roof, a meal, and a sympathetic ear. If even one person considers their life to be better for having known me, my mission will be worthwhile." Damn. I had been entertaining myself with the idea of flirting mercilessly with her for the whole trip, but all that earnestness. All that simple, undeniable goodness. Even my cynicism and libido combined couldn't look that in the face. So I flirted with the ship's captain, instead. Not that there was any real challenge in it, as despite Felra not being four-armed lizard people, Jixavan males are completely enamored of our tails, which are both more voluptuous and generally more exposed than those of their own females. Pro-tip from the Pretty Idiot: if you're a Felra and need to manipulate a Jixavan guy, buy one of those tail-stockings their women wear. Even the biggest ones will be too tight and short for you, so cut a bunch of slashes in it and pull it as far up your tail as it will go. Then wear a skirt short enough to expose the top hem of the tail-stocking and enjoy your newfound powers of persuasion. I ended up getting twenty percent off my fare and three marriage proposals. Captain Akothin had made a few runs to Rugen before, so I was able to ask him some questions about the place. If you've never read one of my Pretty Idiot's Guides before, part of my schtick, if you will, is lack of prior research regarding the places I go. My self-imposed limitation is that I can only obtain information by seeing for myself or asking someone with firsthand experience. No encyclopedias or hyperweb research. That media stuff is, at best, quarter-truths and agenda-driven grazershit, anyway. By going into a place without 'knowledge' of it, I go with fewer preconceptions. That's the 'Idiot' part of the title. The 'Pretty' part is because I am. And if you have to face life as an idiot, it really does help to be a pretty one. The good captain had never actually made planetfall on Rugen, always conducting business from orbit. Sensible. Boring, but sensible. I therefore confined my inquiries to spacers' matters. Like, were we going to have any issues with pirates or paramilitaries on our way in-system? "No pirates. Not enough shipping in or out for those guys to make a living raiding it and too far from any active lanes to make a useful base. Pirates operating across star systems have to really watch their fuel expenditures." Captain Akothin then proceeded to give a suspiciously well-considered dissertation on how to turn a profit in space piracy, which I will not share here but have filed away for future reference should too many of my books bomb on the market. And as for paramilitary ships affiliated with the warring factions? "I've never seen any." What about orbital defenses? Would there be minefields to be tensely navigated? Would we be subject to stop-and-search by military patrol craft? "Rugen's a frontier-level system." The captain looked at me like I was a moron, albeit a moron with an incredibly sexy and distracting tail. "There ain't even a transshipment station, just a few cheapo weather and comm satellites. I just put the ship in a parking orbit and they send shuttles up. But it's not like the shipments are ever so big you'd need an orbital dock anyway, and shuttles are fine for passengers. Of course, that also means no orbital repair yard and no fuel depot, but that's not much worry since Rugen is just a long detour off our Thielbarra-to-Rialto route and I always do a refuel and refit at Thielbarra for safety's sake and, um, will you marry me?" ---- The shuttle ride down was as uneventful as such things generally are and afforded a chance to take in the view of Rugen from medium-high orbit. It was not a particularly exciting planet seen from 18,000 miles above its equator -- under the sparse clouds, some smallish seas, broad smears of iron-red in the right places to be deserts, accented by patches and streamers of an odd green that was almost an indecisive blue, and some blink-and-you'd-miss-them polar caps. But the thing is, it doesn't make a damn bit of difference how many planets you've seen out the porthole, or how much of an undifferentiated dirtball the one below you is. There is no such thing as 'ordinary' when it comes to the sight of a whole damn world suspended in space right in front of you. It's a moment of magic, every single time, and anybody who says otherwise is lying, or is a soulless shithead. Or, since those aren't mutually exclusive, they could be both, like a corporate journalist or a Rybathi. I used the flight time to mentally review what firsthand knowledge of Humans I possessed. Pro-tip-slash-caveat: members of a species often behave very differently in their own polities than they do in foreign or more cosmopolitan settings. Expatriates or visitors to your world are typically trying to get along in your society and tend to adjust their behavior accordingly. Their behavior when they are in the majority and they get to decide what's normal may be radically different. That said, there were a few truths I felt comfortable in ascribing to Humans in general based on experience. For starters, sexual dimorphism. Humans born biologically male or female remain that sex, unless medically altered. Females are usually smaller and are the ones with slightly inadequate breasts. Males tend to be bigger, stronger, and coarser-looking and, like most mammaloid males, have completely inadequate breasts. This dimorphism leads to the most basic social structures being built around male-female pairings and their offspring -- family -- rather than the looser pack-based structure of Felra. These family structures appear to have a relationship similar to, though vastly more complicated than, the Felra mother-daughter bond. Basically, if you wrong a Human, you may face retribution not just from her, but from her entire bloodline. Except sometimes you won't, because, like I said, complicated. Second, though many Galactics tend to use the terms 'Human' and 'Terran' as synonyms, Humans emphatically do not. Among Humans, the word 'Terran' refers specifically to an inhabitant of the Terran Commonwealth, the oldest, largest, and apparently most detested Human stellar nation. Humans who are not Commonwealth natives tend to have negative reactions to being called 'Terrans'. In this context, the term 'negative reactions' seems to cover a range from 'cold and profane verbal correction' to 'assault with a power-nailer'. Maybe this trip would offer a chance to find out why that might be? I'd also been told that actual Terrans react poorly to being called 'Human', though I've never met any Commonwealth Terrans and can't say for sure if that's true. Third, Humans tend to be territorial, and therefore possessive. They have a strong impulse to guard things they have laid claim to. Don't try to make use of anything a Human regards as their own without asking permission first, even if you intend to give it right back. This impulse extends quite strongly to their romantic or sexual partners as well and attempting to bed, or even flirt with, a Human who has been claimed by another will tend to be met with hostility. You could try asking for permission, I guess, but that just seems to lead to socially awkward hostility. And if you don't know why socially awkward hostility is worse than the regular kind, then obviously you've never been in a fistfight with a drunken Dahu who was sporting a clingy wet kilt and a massive erection. next **** More Known Galaxy stories
I signed up with a new name to join a few problem gambling groups because, once again, I have opened up accounts that were closed and lost all that I had to lose. I’m so tired of this insane vicious cycle. I’ve been gambling for decades and have practiced self exclusion only to return after short periods of abstinence. I had inherited a small amount of money over the summer and I closed all my accounts knowing I would gamble it away but it only took one casino that offered to reopen with a birthday chip. It took 2 days to fill a credit card that was paid off. The crazy part is I hated every minute but still did it. I’ve been sober from other addictions for a long time but this one is the one I always return to. I’m sorry for the long rant, I’ve never posted how I’ve really felt about this on my old Reddit name, I’m seeing if this might bring a little relief. I thank everyone for sharing their stories, I feel less hopeless.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
The Vow of Silver Dawn Chapter 2 - English Translation
Finally had a chance to get around to the second chapter of the Chinese-exclusive High Republic novel The Vow of Silver Dawn! Since the book has ballooned to over 30 chapters now, finishing it will be a long time coming. I appreciate everyone's interest in this project and your patience during the wait. Significant portions of this translation are derived from the work of u/Art3mis4266 and u/woodledoodledoodle through our shared Google Doc of the first 10 chapters. They have done a fantastic job, and I recommend reading u/woodledoodledoodle's own individual translation of the novel as well (he's both an excellent writer and likely to be more reliable than I am at consistently posting). Consider our projects complementary takes on the same source material. Chapter 1: https://www.reddit.com/starwarscanon/comments/kg2r8v/the_vow_of_silver_dawn_chapter_1_english/ Chapter 2 Simple Solution Were it not for the tone of absolute sincerity in the boy’s voice, without even a trace of sarcasm, the Quarren would have smacked the desk with his suction-tipped hands. “You’ve met the Mythrol, then?” Mostema asked the hologram. “I have.” The Quarren couldn’t help but ask, “The Mythrol? The same Mythrol who calls himself the pastry chef of the mansion, but constantly hangs around at bars and casinos in the Lower City?” Sean laughed, “Yup, thanks to your investigative report, which made the workload much easier, I was able to pinpoint the target directly.” “That Mythrol is very cunning, and very dangerous. You must be cautious around him!” An expression of wry agreement crossed Sean’s face in response to the Quarren’s words. “Yes, very cunning indeed. It took all of two hours to find and get some answers out of him.” The Quarren wanted to say that even his best agents couldn’t get close to the Mythrol with two weeks of work, but the words died in his throat. But then, of course, the young lad was also a Jedi; all it would have taken was a mind trick, and the Mythrol would have spilled everything… However, Mostema asked, “No using the Force?” “Of course not, Master. I kept your teachings in mind.” A puzzled look came over the Quarren, as if to say Wait, what in the galaxy are you two going on about? Why wouldn’t you use the Force? Spotting the Quarren’s confusion, Mostema explained, “Sean isn’t particularly gifted in the Force. His sensitivity is below average when compared to other Padawans his age. So while he needs to work harder to strengthen his connection, he also should not form the habit of being overly dependent upon it. The Force is more than just a tool for the Jedi to wield.” Sean seemed ashamed of himself as he said, “The three pillars of being a Jedi: the Force, knowledge, and self-discipline. I’ve been lacking in the first since birth, so if I tried to rely on it to do whatever I want, I’d just be even more of a disgrace...” Okay, the Quarren thought, whatever you guys say, but without the Force, how did the Padawan make the chef talk? As if reading his mind, Sean said, “I went around to all of his favorite bars and casinos until I found him, got him drunk, and won all of his possessions by gambling. It was easy to get him to tell me everything after that.” The Quarren looked down to his own report, at the section about the Mythrol. It noted that he was “An experienced career criminal, a highly-practiced gambler, and a heavy drinker.” But, as a Republic agent, the Quarren quickly regained his composure and asked “He gave you the location of the manor?” “He told me how to make a Seven-Layered Kashyyykian Cake. I’m confident I could make one better than he does, now!” replied Sean. The Quarren frowned. What has a dessert recipe got to do with all this?! “He only worked his way into the manor with the secret recipes of his desserts. Now that I can bake them even better than he can, I can replace the Mythrol as the pastry chef in the manor at Green Dawn Hill…” Sean explained. The Quarren couldn’t help but interrupt: “Wait a moment, the president’s mansion is at Green Dawn Hill?!” “Yup, on the northeastern side. Hard to miss.” “Did the Mythrol tell you?” “I just followed him there.” “...‘Followed’ him there?!” the Quarren asked incredulously, while looking at the report files on the datapad in his hand, which, in meticulous bloody detail, described the countless elite agents who had attempted to tail the manor’s staff, and had suffered brutal deaths. “I spent a couple of days tracking the Mythrol’s whereabouts before I formally made contact with him, and found that he took a different route to the mansion every time, before suddenly disappearing. If I had tracked him any further beyond that each time, he might have noticed me.” The Quarren nodded his head; finally something that matched his kriffing report! “But these seemingly hidden pathways revealed the truth, because careful observation showed that no matter where he disappeared, the locations were always near sewers or similar underground facilities. It wasn’t hard to deduce from there that the manor has special entry routes leading directly to it via the sewage system.” Come on lad, did you really have to add “Wasn’t hard to deduce!” and rub salt in the wound? “It’s actually not an uncommon method; the ‘New Agent Handbook’ published on Corellia documented 27 similar cases in which other hidden mansions utilized similar methods to move personnel. I found the local construction company responsible for building the sewer, retrieved and analyzed all of the architectural drawings from their database, determined the structure of all the hidden passageways, and traced them to the location of the manor. All in all, these Outer Rim despots are pretty simple thinkers.” The Quarren silently deleted all the research files stored on his datapad, swearing to himself to never mention his past few years’ work to another living soul. Sean was still enthusiastically going on, “Also, according to my investigation, in five days the president will be entertaining a number of mob bosses over at the manor. I think that’d be a great opportunity to make a move!” Mostema knocked a fist on the desk, and said: “In five days? This could be our chance.” The Quarren was shaken, “Master, are you planning to execute Jamie’s entire criminal syndicate?” Both of the Jedi simultaneously gave him a bewildered look. His voice serious, Sean elaborated, “How could we? Jedi don’t seek to start fights, and I can’t even imagine assassinating a legitimate head of state. The reason we’ve worked so hard to gather clues and evidence is so that Jamie can receive a fair trial according to the law, to show the public his criminal activities, and to encourage the ideals of peace and justice to root deeply in the hearts of Bergamore’s people. Using violence to end violence will only give birth to another dictator who violates law and discipline.” The Quarren felt ashamed. Understanding the spirit behind the rule of law had not yet taken root deeply in his own heart, either. He quickly gave voice to another question, however. “If not an execution, then what kind of opportunity does this banquet in five days present? Why do we need to wait until then to sneak in? Couldn’t we simply get in, get the evidence, and get out?” “A man this careful wouldn’t leave behind anything concrete lying around, even in his own mansion,” Sean replied. The Quarren couldn’t help but continue his questioning, “Even the existence of the mansion itself constitutes a crime! With his President’s salary, he wouldn’t have been able to acquire such an estate in a thousand years, not to mention that he always claimed back on Coruscant to never spend more than five thousand credits a year! What’s more, rumors abound of his manor’s extravagance, of it being filled with all kinds of rare treasures…” “He could easily say that the manor is owned by someone else, and that he is only living there temporarily. Actually, according to my research, the owner of the manor is a shareholder of the Bergamore Heavy Industries Corp, not the President himself.” It’s only been a few days – has he checked out everyone in the manor by now? The Quarren kept up his line of questioning. “But he’s lived in the mansion for so long, there has to be some evidence of crime, no? Skeletons in the closet, so to say…” “There is the possibility, but I believe a criminal this conniving would never let down his vigilance, even in his own home. For example, he might use code words while issuing illegal orders, which couldn’t be used as direct evidence even if the orders were recorded.” The Quarren finally grew quiet. “Also, according to some witnesses from the manor, I have reason to believe that a sufficiently cautious crime lord will carefully manage the risk involved in all the positions of his organization, so that no one person has full knowledge of the extent of illegal activity taking place, or even that he or she is complicit in a crime. This further adds to the difficulty of collecting strong evidence. At the same time, multiple layers of task management and one-way communication makes it harder to trace back to the President himself, even if we were able to penetrate a certain line of contact.” Hearing all this, the Quarren almost felt faint. “Jamie Brasen is hardly a lunatic! Who would set up such elaborate safeguards in their own mansion? Is he not afraid he’ll die from overwork?” “Jamie Brasen is a very dangerous tyrant, and they all tend to be more than a little paranoid, sometimes downright mad, which makes it safe to assume we can’t predict his actions using conventional logic. Nor can we afford to underestimate him; after all, he had elite intelligence agents of the Republic running in circles for years,” Sean pointed out. The Quarren’s eyes filled with sadness. “You make it sound as though it’s impossible to get to him! If the risk is as high as you describe, then how do you even plan to carry out the mission at all?” “Our way in is through the banquet, five days from now,” Sean replied. “He can train his underlings in the mansion to communicate using code, but with other gang leaders they will most likely have to speak in Basic or some other common language-” Mostema interrupted before Sean could finish speaking. “We can’t rule out the possibility that they make use of some form of specialized comlinks, encrypting and decrypting transmissions on the fly, and self-destructing afterward to avoid leaving evidence behind.” “Yes, Master, I had considered this as well. Which is why I will be there personally five days from now, while Jamie Brasen is stressing over his inability to rely on his codes.” Mostema nodded, “Very well, I leave it up to you.” “It’s not ‘very well’ at all!” the Quarren interjected. “Master Jedi, you mean to have Sean infiltrate the estate? It’s too risky!” Mostema replied sternly, “I know. Having a Jedi Knight perform this sort of infiltration, with the target still being a legitimate political leader, will naturally cast doubt on the outcome of the investigation. Further, it will prove especially controversial if we use the Force to coerce the thoughts of anyone involved in the investigation. Such actions would easily come under attack following scrutiny by a team of skilled lawyers. The risks in this matter still bear consideration, and you are right to remind of us them. So Sean, you must be mindful that you are not to use the Force during this operation.” “I understand, Master.” The Quarren cried out dejectedly, “I’m sorry, Master Jedi, but I don’t understand! Are we really having a conversation in Basic right now? Why do I feel like you two, master and apprentice, are always speaking a language of your own! Have you understood anything I’ve said? Jamie Brasen’s manor is an ice tiger’s den that has been kept strictly secret for so many years. The tyrannical maniac has been operating out of it for decades; who knows how heavily that place is rigged with traps, and you’re letting a 17 year-old Padawan infiltrate it, Master, without using the Force, on the day when every underworld kingpin on-planet will be there having a banquet?!” Mostema looked to the Quarren again. “So, do you have any suggestions for Sean?” Sean looked at the alien expectantly. The Quarren’s facial tentacles spread so wide in shock, he thought they might split apart. Don’t look at me like that! He thought. I really don’t understand the world of you Jedi. Priming the explosive and then asking me for advice on how to defuse it? Yes, I’ve got advice for you: go take a long walk out a short airlock! You Jedi even treat the Force like some kind of basic appliance you can unplug, and you’ve willfully blocked yourself off from it! What more was there to say? “Be careful, and stay safe,” the Quarren said dryly. Sean thanked him in earnest. “Understood! The more complex and difficult a mission is, the more one needs to focus on the fundamentals. It’s no wonder you’re an elite agent of the Republic; with so few words, you manage to say so much.” The Quarren barely managed to muster a “Yeah, sure.” “Do you have a preliminary plan for the operation, five days from now?” Mostema asked Sean. “Yes.” Sean replied, “Though I may need to improvise some of the specifics, using the resources at hand I’ve developed a rough framework. I’ll share it with you, so I’m hoping you could lend me some constructive criticism.” Following this, Sean brought up his bracelet communicator and pressed a number of keys in short succession. A stream of data began to quickly transmit as an indicator light blinked continuously. The transmission continued for quite some time. The Quarren couldn’t help but tap his screen, thinking his datapad had malfunctioned. “Has the transmission been interrupted? My end shows that the file has not been received yet.” “Rest assured, operation plan files are usually fairly large, so the transmission may take some time,” Mostema answered. The Quarren was dumbfounded. Quite large? This comm channel could transmit a full galactic encyclopedia in less than ten seconds, and five minutes had already passed. Were these two sharing a hologram of Coruscant’s global blueprint, with over five thousand levels filled with some one trillion inhabitants? As the Quarren was starting to get impatient, a green confirmation light lit up on his datapad, indicating that the transmission had completed. Fingers beginning to tremble, the Quarren opened the file. Wave upon wave of files came into view, video clips scattered about like stars in the sky, all connected together with an array of complex lines of many varying colors, forming a visually dazzling and complicated network. Inwardly, the Quarren wanted to say “You actually did send Coruscant’s global blueprint, huh? A ‘rough framework?’ Your definition of ‘rough’ is an insult to Galactic Basic as understood anywhere in the Republic!” But he bit his tongue. Of course, Mostema pondered for a moment before saying to Sean, “It is rather simple, but it’s acceptable at this stage to get its point across. I will help you tidy up the prose, so let us proceed with what you have.” “Gladly!” Mostema then looked towards the Quarren. “Mr. Squak, do you have anything more to add?” The Quarren could only give a dry, sad chuckle.
Day 1 of being done gambling. I have lost over 15k gambling this year. Today was the last straw after the first casino trip in a few months. I started with a 1k balance and quickly brought that down to $50. From that 50 I go on an insane blackjack run back up to 1300. I should’ve been up a few thousand but unfortunately the other players at the table would not listen to me and do things like stand on 12 vs a 10, split every time against any card, hit things like 14 vs a 6. I was playing with some very inexperienced players but overall I was winning and so were they for a while. I was not even happy when I was winning I just felt numb to it. When winning I wasn’t happy I was just mad I wasn’t doing 100$ hands instead 50 or 25. In fact I almost wanted to lose just so I can reassure myself how I’m just simply unlucky. That probably sounds really stupid but it’s just how I was thinking at the time. After finally getting to profit I start going crazy with my bets. With $1200 left, I do 7 $100 hands in a row and lose them all. I was sure that I was going to lose each hand and yet I still kept betting. After the 7 throw my remaining $500 chip. 16 vs a 2. I force all the other players at the table not to hit on their 13-16s. The dealer flips a 10 and then pulls a 5 of course and gets 17 and that was the rest of my money. After this I self exclude and am taken off the premises, i can never go back unless a send a letter asking to reverse the exclusion but I highly doubt I will ever do this. Today marks day 1 if anyone can give me some advice on how to not relapse as there is still ways to gamble if there is a will. All feedback will appreciated and encouraged
The Bollywood film ‘Dhoom’ (2004), misinterpreted as an action thriller, is in fact a rigorous allegorical analysis of economic policies, particularly in the Indian context in the early ‘00s.
Spoilers ahead. Connoisseurs of film are undoubtedly well-aware of La Nouvelle Vague, aka, the ‘New Wave’—an experimental movement in filmmaking with its origins in the French cinema of the 1950s, with an emphasis on exploration of personal themes such as existentialism, iconoclasm and absurdism. Although the ‘New Wave’ is considered to have met its chronological end in the late 1960s, to be followed by successive movements like ‘New Hollywood’, ‘Cinema Novo’ and ‘Dogme 95’, the influence of la nouvelle vague continues to be keenly felt in the artistic masterpieces of Bollywood production house YRF. Under the skillful hand of renowned auteur Aditya Chopra, the studio has produced a lineup of commercially successful arthouse flicks that continue the French filmmaking renaissance of the ‘50s, successfully infusing avant-garde storytelling techniques with high production values and modern Indian themes. Nowhere is this revolutionary vision more evident than in films like DDLJ (a masterpiece in abstract, absurdist storytelling), Mohabbatein (a sensitive examination of the taboo topic of attitudes towards adolescent self-gratification), Kal Ho Naa Ho (an ambitious adaptation of historian David McCullough’s book 1776), Jab Tak Hai Jaan (a religio-philosophical drama that engages in debate upon the tenets of Christianity, Shaivism, and the cultural taboo of Kala Pani) and, of course, the Dhoom franchise. As YRF’s most popular franchise, the Dhoom series has, with each installment, made great independent strides in cinematic theory and practice. Although—as read above—YRF films explore a wide, varying range of topics as a whole, the Dhoom franchise focuses exclusively on the examination and discussion of economic and socio-economic matters of policy and practice in the Indian context. Over the course of 3 films, the discourse acquires a rich depth, with the analysis of issues including the economic costs and benefits of national highway construction, the clash between entrepreneurial aspirations and the security of bureaucratic employment, the 2008 economic recession in the BRICS context, and the causes and consequences of non-performing bank loans and a profiling of defaulters of on said loans. Indeed, a first course on Indian economics at any prestigious institution may well be framed around careful viewing and discussion of the Dhoom films. In the careful hands of Aditya Chopra and Vijay Krishna Acharya (Dhoom 1/2/3, Tashan, Thugs of Hindostan), each Dhoom film achieves a delicate balance between the overt cops-and-robbers heist story and the covert exploration of complex economic schools of thought. As the 1st film in the franchise, Dhoom (2004) establishes the storytelling framework for the films to come, and by itself explores the challenges and opportunities presented by Indian economic policymaking in the early ‘00s. The film features an all-round star-studded cast, with support from Honorary Roadie & Stardust Awards nominee Esha Deol, Star’s Sabsey Award winner Rimi Sen, and Indian Telly Award nominee Arav Chowdharry. At the film’s helm are Lions Club Award winner John Abraham, Sansui Award winner Abhishek Bachchan, and Emmy nominee Uday Chopra. Series regulars Bachchan and Chopra play Jai and Ali respectively, Jai being a policeman and Ali a small-time mechanic with a penchant for fast bikes and disinterested women. Abraham essays the villainous role of Kabir, part-time restaurant waiter and part-time leader of a gang of biker thieves. The film begins with a series of daring heists pulled off by Kabir’s gang, relying on their high-speed bikes to orchestrate sudden thefts and promptly escape the scene soon after. Their exploits catch the eye of Jai, a lifetime appointee to the post of Assistant Commissioner of Police. Jai, however, finds himself out of his depth and through a series of accidents, makes the acquaintance of Ali, a mildly-seedy mechanic and bike racer. Initially reluctant to be associated with law enforcement, Ali is eventually induced to join Jai’s cause and attempt to chase down Kabir and his merry band of men. Dhoom is slow and deliberate in its setup, and the film’s early minutes are heavy on subtext and detail, therefore, it is essential to take in the plot in small increments, so as to be thorough with one’s analysis. In an allegorical sense, Jai, as a police officer, represents bureaucratic authority and the security, comforts and powers of government employment. Abraham’s Kabir, as a thief, is a laissez-faire capitalist, relying on his material advantage in the form of fast bikes and his manpower advantage in the form of skilled bikers to partake in a series of one-sided transactions with economic entities such as banks and government funds. In this sense, the act of robbery in Dhoom is merely a transaction between two private parties wherein one side gains an unfair amount at the other’s expense, absent external interventionism. In addition to being a free-market advocate, Kabir is also an employee at a pizza parlour, which seems to be the film’s attempt at exploring both the growing role of the service economy as a share of India’s Gross Domestic Product (GDP), and the amorphous nature of employment within the modern ‘gig’ economy. Caught between the competing ideas of state-control and free capitalism, Chopra’s Ali is a stand-in for the directionless youth, lured by the safety and dignity of a government job, whilst simultaneously seduced by the potential for greater wealth presented by free-market capitalism. The film’s plot is overt in this depiction, with Ali simultaneously fearful of Jai’s authority, yet desirous of wielding said authority as an employed policeman. Furthermore, in an action sequence set in Mumbai’s Chor Bazaar—a flea market specializing in illegally-hawked goods—Jai and Ali get into a fight with goons in the market, and are forced to make a hasty escape after being outnumbered. Ali bringing Jai to the market illustrates his ties to the informal, underground economy—a large, undocumented component of the Indian economy—and Jai’s subsequent fleeing the scene highlights the failed outcome of government attempts to regulate this grey economy by force and bluster. Initially at a loss for clues, Jai is eventually able to deduce that Kabir’s bikers arrange their heists in close proximity to highways, providing as the highways do quick getaways after. This is no doubt an allusion to the economic importance of the National Highways Authority of India’s flagship ‘Golden Quadrilateral’ national highway construction project. Kabir, the raw capitalist, is empowered in his capitalistic pursuits by the government’s infrastructure investments, and John Abraham’s moody expression throughout the film is in no small part perhaps due to the discontentment within Kabir’s mind about his enterprise’s dependence on resources provided by the state. Having deduced Kabir’s MO, Jai and Ali attempt to catch him in the act. However, Kabir and his gang appear to have substantially faster bikes than Jai and Ali, which is undoubtedly an allusion to the government’s perceived ineptitude and inability to generally compete with private enterprise. Left chafing and chasing the dust, Jai catches a lucky break when an overconfident Kabir offers him a clue about his upcoming crime, with the catch being that if Jai fails to avert it, he must recuse himself from the case and leave Kabir to his entrepreneurial pursuits. Kabir, the staunch capitalist, is here hinting at the idea of termination clauses in Public-Private Partnerships (PPPs), agreements between enterprises and governments for mutual benefit. Whilst the government naturally retains the right to sever the partnership at any point, Kabir clearly believes that he, as the private party, is also entitled to terminate the contract should the government, aka Jai, default on the agreed-upon terms. Formally known as the ‘Authority Default’ concept, Dhoom represents this idea in the form of a simple, easy to understand challenge between Jai and Kabir. Even as this layered conflict plays out between Jai and Kabir, Ali is enamoured by the mysterious ‘Dilbara’ (Esha Deol). Little is known about Dilbara, however, like other characters in the film, it may be reasonably assumed than she is also an allegorical depiction of an economic concept. Ali’s infatuation with her suggests that she is perhaps intended to be portrayed as a vague, undefined avenue of aspirational employment. Furthermore, the fact that she (as is later revealed) is in fact a part of Kabir’s gang, yet also harbours feelings for Ali, leads one to conclude that Dilbara represents a form of compromise between dirigisme, aka restrictive state-controlled economy, and laissez-faire anarcho-capitalism. The filmmakers leave the specifics of this compromise vague, however, Dilbara’s skimpy outfits perhaps represent the scantiness of opportunities presented by this nebulous alternative. Returning to the main plot, Jai, despite being forewarned, fails to foil Kabir’s next robbery, despite being able to take down one of his gang in the process. Left short of a gang member, Kabir attempts to recruit Ali, left sidelined by Jai following their failure to catch Kabir. The jilted Ali readily embraces Kabir’s neoliberal worldview and the duo jet off to Goa, where Kabir has his eyes set on one final score from a casino. Subtextually, the casino and gambling in general represent what is in Kabir’s eyes an essential component of his brand of capitalism—rampant speculation and volatility that may be manipulated to one’s benefit. There may also be an addition reference to British academic Susan Strange’s seminal 1986 work Casino Capitalism, a critique of unregulated banking and financial systems. However, Kabir is more likely than not to be derisive of such thoughts, and therefore, if this reference was intended, it may merely be made to indicate the filmmakers’ complete mastery over both Keynesian and Austrian schools of economic thought. The importance of dance numbers in YRF films cannot be overstated. Even as Bollywood music gravitates towards being little more than catchy jingles designed to elicit maximum publicity, the music and dance numbers in YRF films complement the plot perfectly, serving to both entertain and narrate. Dhoom is no exception to this tradition of excellence. On the eve of Kabir’s final heist, an inebriated Jai shows up at the casino, claiming to have left police employment and moved on. Kabir, however, is rightly suspicious, given as Jai is still a cop, and is merely attempting to lure Kabir into a false sense of comfort as a prelude to catching him in the act. This Jai accomplishes by putting on a song-and-dance in front of Kabir to convince him of his abandonment of state-sponsored socialism and his embrace of Kabir’s unrestrained capitalism. The song is entitled ‘Salamee’, a clever homophone of ‘salami’, a sausage that consists primary of beef. The consumption of beef was, in a landmark 2005 Supreme Court judgement, forbidden on grounds on anti cow-slaughter laws. Kabir, as an opponent of government intervention, would likely have been opposed to the idea of such a restriction being imposed upon him. Therefore, to show his solidarity to the cause, Jai takes to the stage in front of Kabir and sways to the refrain of “Naye kal ko aao kare, hum karein, karein/Salami, salami, salami/Kar le salami…”. The subterfuge is apparently successful, and a placated Kabir is lulled into a false sense of security by Jai’s reinforcement of his worldview. However, as mentioned, Jai’s conversion is little more than a ruse, and a hoodwinked Kabir is successfully caught in the act by Jai and Ali, who is revealed to have been Jai’s mole all along. The ever-slippery Kabir, however, weasels his way out of Jai’s clutches, and flees with his loot. Although Dhoom 3 would better address the phenomenon of loan defaulters taking flight from the verge of captivity, Dhoom too takes a cursory look at the occurrence, although Kabir does not quite embody a loan defaulter. He is merely the free-market capitalist, the robber baron caught flouting regulations and fleeing from the consequences of government intervention. A long chase sequence ensues, with Kabir fleeing but ultimately cornered by Jai and Ali at the precipice of a sea-facing cliff. Facing a choice between certain captivity and death, Kabir chooses to fly off the cliff with the last of his loot. In a literal sense, Kabir merely dies by falling off the cliff into the sea. In a figurative sense, faced with the prospect of his enterprise being forced to comply with ungainly regulations, Kabir chooses instead to offshore his business, and make for better waters, thus bringing his character arc to a natural and satisfying conclusion. A frustrated Jai bemoans his end, representing the government’s exasperation at ultimately failing to bring a rogue enterprise to heel. Ali, having seen his capitalistic expectations dive off a cliff with Kabir, chooses in the film’s final shot, to finally pursue the path to safe, steady, state-sponsored employment after all, asking Jai if he finally is a bona-fide police officer, as the film fades to black. The topical nature of Dhoom is a cause for admiration, even a decade and a half after its release. The film successfully ties together strands of economic and socio-economic thought from its time—the ‘Golden Quadrilateral’ project received a major fillip in the first years of the new millennium, the service sector encountered a boom around the same time, as did the contribution of outsourcing to employment and economic growth. The rise of men like Kabir is perfectly timed in the post-License Raj years, as the country embraced capitalism over state socialism. Yet, the lure of stable, ‘safe’ government employment holds true, and powers men like Jai and seduces men like Ali. Dilbara’s unknown fate at the end of the film—left waiting for Ali by the side of a road—is representative of the uncertain outcomes of economic models with time. On a meta note, the Dhoom franchise’s casting of Abhishek Bachchan and Uday Chopra in every film is a nod to the ‘Mahatma Gandhi National Rural Employment Guarantee Act’ of 2005, a flagship government initiative that guarantees employment for a certain number of days out of the year, in the form of unskilled labour. In summation, Dhoom rightly deserves its place as a seminal film in the annals of both YRF and Indian cinema. In its own right, it is a bold, experimental film that marries erudition to entertainment. It is also the progenitor of its celebrated franchise, providing the springboard from which future films would explore similar issues in an equally deft and precise fashion. To YRF, the Dhoom franchise, and Indian cinema, the film Dhoom is nothing short of a bottle of nitrous oxide, that when attached to a bike, propels it into the stratosphere.
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The free bonus no deposit is probably the players’ favorite casino bonus. So what has Emojino Casino got to offer? Here are all details about the Emojino Casino no deposit bonus. But, Emojino Casino doesn’t offer a no deposit bonus in any shape or form. We’re less than satisfied with it, but the rest of the casino might be kick-ass, and thus worth it. >>Get Exclusive Free Bonus Now<<
Emojino Casino Welcome Bonus
The casino welcome bonus is the biggest bonus offered at the casino (unless you reach high up in the VIP levels). Most often, players get either free spins or extra bankroll, but some casinos offer both. Players are treated with a bit of both here at Emojino Casino. Canadians receive bonus money and free spins with the first deposit. If you max it out, the Emojino Casino welcome bonus offers 100 free spins and 100% bonus money up to 300€. The play through requirements are for the free spins - 40 times the winnings, and for the extra bankroll it’s 40 times the xb. The games you can play while playing with the bonus include . The Emojino Casino welcome bonus is a four-piece bonus giving you something extra on both your first 4 deposits. If you choose to maximize the bonus, the total value is 1500€. The players 1st deposit you get 100% bonus money and up to 300€ bigger bankroll. The players 2nd deposit gives 50% up to 400€ extra bankroll. The 3rd deposit in this welcome pack gives 25% bonus up to 400€. The 4th deposit and the final bonus in the welcome package offers 75% up to 400€. The play through requirement is 40 times the xb. Make sure you’ve read the T’c & C’s about wagering and the eligible games to play.
Emojino Casino Promotions
Players who enjoy bonuses are usually looking for new and more options. And by all means, a deposit bonus gives us more action for our money. So, what does this casino have to offer? Emojino Casino has a variation of recurring bonuses, offers, and competitions. They’re not offering something every day of the week, but it’s plenty a week for the infrequent player. The Emojino Casino deposit bonus deals are of high standard all things considered. >>Get Exclusive Free Bonus Now<<
Emojino Casino Bonus Codes
No need to look for an Emojino Casino bonus code. The casino doesn’t use them. Players can select the bonus they would like to claim while making the deposit. This creates a smoother experience for the players to easily claim bonuses quickly and without casino rewards bonus codes. Emojino Casino Bonus details
Deposit Bonus 100% / €300 + 100 free spins
Deposit Bonus 50% / €400
Deposit Bonus 25% / €400
Deposit Bonus 75% / €400
Emojino Casino Game Providers List
The selection of casino games from popular gaming providers is an important ranking factor for us at Mr. Gamble. A good casino should offer a good selection of video slots from some of the best gaming providers. There should also be a live casino available with a good variation of live games. And Emojino Casino has made sure to tick all the boxes here. Emojino Casino offers roughly 1000 casino games from 24 gaming providers, together with a good . This is very impressive. It’s a sign of a truly good online casino. With additions such as
In these modern days, with the entire world in our pocket, we expect good casinos to work as well on mobile phones as it does on a desktop computer or laptop. All you really should have to do in order to play casino on your phone is to start an account and just start playing your favorite mobile slots, whenever and wherever. And Emojino Casino offers a good mobile casino. Emojino Casino has the majority of their games available in their mobile casino, and the overall functionality is good. There are no obvious issues with the mobile version and we like the useability. It’s clear that Emojino Casino has invested time and energy into creating their mobile casino. There’s only one thing that should improve, the banking options in the mobile casino. This is often the case, though, because some payment options have less functionality with mobile devices and are more difficult to implement into a casino. The banking options, and the always present fact that the selection of mobile slots and other casino games could have been bigger, are the only issues we’d want to see improved.
Emojino Casino Deposit And Withdrawals
This is as good as it gets. Emojino Casino have really thought about everything. Classical banking methods, such as bank/credit cards (VISA, Mastercard, Maestro), are mixed with several of the most popular e-wallets. It’s all fully functional on mobile devices, too. The withdrawals are instant if you use an e-wallet (that is: if you’re allowed to withdraw with an e-wallet, better check the bonus T&Cs for this), but with bank/credit cards it’s the usual 3-5 business days. Emojino Casino hardly applies any surcharges, and all payment methods are 100% safe and vouched for. We’re more than happy with the available options here. >>Get Exclusive Free Bonus Now<<
Emojino Casino Support Options
This is another important part of casinos we value and consider in our Casino RankingAlgorithm. It’s of utmost importance to be able to get help, to be able to reach the casino support in case something is wrong. No matter how good a casino is, we might have some questions at some point. This is why all good casinos should provide easy-to-reach support. The support at Emojino Casino is good enough to keep us. We have several ways to reach the support, including a live chat function. If you’d want call in, or send an email, just go ahead and do so. The only slightly negative point is that the live chat is only open during “business hours”, i.e. when most of us are at work.
Responsible gaming with Emojino Casino
It’s more important than ever with Responsible Gaming. Casinos are held more responsible these days compared to a decade ago. Regulation of the industry has seen the focus increase on the potential issues, such as irresponsible gambling habits and dodgy KYC procedures. Because of regulation, online casinos now have to provide more and clearer safety measures.
We really like Emojino Casino. They’re great in many aspects and aren't just another random casino. Their total score is satisfactory and they’ve covered almost all bases. A 4-Star rating is a good result, and Emojino Casino is really worth a try. Go on and make your way to Emojino Casino right now and benefit from the exclusive Mr. Gamble offers that’s waiting for you. Even the banking options are top-notch and covers everything from mobile payments to e-wallets and bank cards.. Whatever payment method you’re using you’ll find it here.
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Quick facts about True Flip casino
Highly successful user experience since 2016
The interface is user-friendly
The registration process with email or phone number and few other documents is hassle-free
More than 1000 games
Instant withdrawal and deposit in multiple currencies (fiat currency and cryptocurrency) with no additional charges
Availability of support service 24×7
Transparent maintenance of detailed statistics on games sessions and transaction history
High advanced security system with no storage of sensitive client data
True Flip casino offers over a thousand games of four types that include slots, jackpots, live casino, and table games. Slot games True Flip boasts of 850 slot games, the most popular of which are:
The one-armed bandit
Mega burning wins: 27 ways
Dead or alive 2
Fire and lightning
In-house games True Flip casino not only offers the games of top-notch providers but also features a host of in-house casino games. The in-house games indicate the transparency and independence of the Bitcoin casino. The blockchain-driven in-house games include the following:
Robby the illusionist
Table games These games at True Flip casino are not as exciting as the slot games. However, the top picks include:
The software providers are highly reputed True Flip Casino is in association with several top-ranking software providers that include. Some of the most famous and popular software providers who are linked with True Flip are NetEnt, iSoftBet, Yggdrasil, BetSoft, TrueLab, Spinomenal, and more. The security system is of the highest standard True Flip Casino meets the industry standards of security and ensures strict confidentiality of user information like registration details and payment history. On True Flip, the user can activate the 2FA (2 Factor Authentication) mechanism for more robust security and prevention of unauthorized access to user information. Methods and limits of withdrawal For making a withdrawal, the user has to visit the Refill section on the dashboard and then select the currency for the withdrawal. He has to click on the withdrawal button next to the complete-the-withdrawal option. The user can make a withdrawal on True Flip without any inconvenience and does not need to pay extra charges either. However, in case of withdrawal in TFL, a charge of 1TFL is imposed upon every withdrawal. The options of withdrawal are in BTC, EUR, and TFL. The minimum limit for withdrawal is 10 euros or an equivalent amount in other currencies. Withdrawal in cryptocurrency takes place in a day whereas fiat currency withdrawals take a longer time. The gambling license is authentic Blockchain Games N.V., the company that is licensed in Curacao, owns the operator rights of True Flip casino. SGL Stipulus Gate Ltd., the company that is registered in Cyprus, governs the payments made at the casino. True Flip Casino also understands the aftermath of gambling addiction, and so, the team at the casino conducts the BeGambleAware campaign to assist the registered players of True Flip casino. The payments options are highly varied and convenient True Flip casino supports multiple fiat and cryptocurrencies. The casino has entered into partnerships with various brokers for the facilitation of payments. These brokers include ShapeShift, Paybis, Cryptopay, Cubits, and IQ Options. The platform also allows the conversion of currencies and recharge of the user account. True Flip casino supports the following currencies:
At True Flip Casino, the player has to register with the online casino by opening a user account. The registration requires the submission of a few identification documents. The official website of the casino provides complete details regarding the registration. However, the most important part about the registration is that the online casino follows KYC procedures. The maintenance of KYC helps in safeguarding the players. True Flip is not accessible by players under the age of eighteen. Apart from extracting information from the players during registration, TrueFlip also permits the players to set voluntary limits and options for self-exclusion that can be triggered during the gaming sessions.
Support service for the customer
The staff at the customer support help desk is available 24×7 for the new as well as existent players on TrueFlip casino. There is a dedicated option for live chat for instant customer support during the gaming sessions. The support service operates in English and six other languages that include German, Swedish, Russian, Korean, and more. A player can chat with the help desk in his preferred language and get access to the support service through email as well.
Speed of payouts
One of the highlights of TrueFlip is that the service providers at the casino offer quick payouts. The high speed of payouts is ensured by the advanced blockchain technology that executes the rapid processing of payments. Blockchain technology is decentralized, which means that the technology does away with the central banks and authorities for the processing of payments and transactions. Instead, blockchain processes the payouts with peer-to-peer technology, that is fast, efficient, and cost-effective too. As such, the payout speed at the casino is very high. >>Sign Up Now and Get Free Spins Bonus<<
Pros and cons of True Flip Casino
The casino review reveals the following pros and cons. Pros The catalog of casino games is impressive
Supports a wide variety of cryptocurrencies
Availability of live dealer games
Live chat, email, and phone support system is available 24×7
The welcome bonus is attractive with lots of free spins
Is True Flip casino legit? The casino is authentic and legitimate, as it is licensed to the Curacao authority. Is there a mobile phone version of True Flip casino? Yes, there is an app version of TrueFlip casino, and so players can play casino games on the platform from their mobile phones. Trueflip is compatible with iOS, Android, Mac OS, and Windows. What are the recommended cryptocurrency wallets for use at the casino? Experts recommend the following cryptocurrency wallets for the gamers and gamblers at True Flip casino:
Ledger Nano X
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This True Flip casino review reveals that it is worthwhile, reliable, transparent, and lucrative too. The welcome bonus is pretty attractive and the games are exciting beyond wonder. The best part is that the casino is loved by beginners as well as advanced gamblers because of the varied levels of the games. There is still a scope of improvement for the casino to achieve its full potential, but with the makers striving hard to keep the software up-to-date, there is no doubt that True Flip is bound to be a huge success. The advanced blockchain technology makes the platform provably fair and transparent for every user. So, sign up today with your email address, deposit 20 euros, and make the best of the casino bonus offers to rake in big wins. Watch out for the upcoming loyalty program too and follow the bonus blogs to claim more free spins. >>Sign Up Now and Get Free Spins Bonus<<
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True Flip Token
True Flip Casino is unique as a Bitcoin-friendly casino as it has its very own cryptocurrency, known as True Flip Coins. You can buy these through links placed on the site, links that will direct you to a leading currency exchange. These coins were sold following an Initial Coin Offering back in the summer of 2017. The tokens were available for 0.0005 BTC each at the time. That would equate to around $5, and at the time of writing, True Flip Tokens are trading for a tenth of this amount. At the time of the ICO, Bitcoins were roughly a third of what they are now, which means these coins were available for a far more respectable price. 3,000 participants are said to have purchased a total of 6.2 million coins, with the rest of the initial offering being destroyed to instantly increase the value of the remaining coins. If you’re really into cryptocurrency investment and enjoy playing at True Flip Casino, we recommend looking into these coins. However, we’re not here to make investment advice or to speculate, so we can’t advise one way or the other. >>Register Here and Get No Deposit Free Spins<<
Software and Games
NetEnt, Quickspin, Betsoft, and Pragmatic Play all provide quality 3D real money slots for True Flip Casino, and these are just a few of the many developers you’ll find here. Play games like Punk Rocker, Gonzo’s Quest, Starburst, Bells on Fire, Sticky Bandits, and more. In addition, it has games from the Quickfire platform, which is powered by Microgaming and includes titles like the hugely popular, record-breaking Mega Moolah. As for the table games, these include multiple varieties of Roulette, Poker, and Blackjack, including Bonus Roulette, European Roulette, Magic Poker, Jacks or Better, and Pontoon. Thanks to the inclusion of Evolution Gaming and Pragmatic Play Live, the True Flip Casino Live Casino is vast and diverse, from the sparkly and energetic Lightning series to gameshow classics based on Deal or No Deal, Monopoly, and Wheel of Fortune. It’s immersion at its very best, with high-tech streams, state of the art studios, and a team of friendly and attractive dealers. There is a little something for everyone and all games are supported by mobile. Use the filters in the True Flip Casino games room to explore all of the following types of games:
Slots: A varied selection of bonus slots and video slots from some of the biggest names in the business.
Blackjack: Try your hand at Pontoon, Classic Blackjack, and over a dozen other takes on this great game.
Roulette: Includes French and American Roulette.
Cards: Poker, Baccarat, and other popular card games.
Dice: Includes both Craps and Sic Bo, as well as unique variants like Lightning Dice.
Popular: A selection of the most popular games right now.
True Flip Casino blends cryptocurrency payment options and traditional payment options in a way that is sure to please everyone. Not only can you choose from popular services like MuchBetter and ecoPayz, as well as digital currencies like Bitcoin, Litecoin, and Ripple, but you can collect big bonuses and take part in tournaments regardless of your chosen method. All withdrawals are advertised as “instant” and in our experience, they actually are! That may sound like a redundant statement, but “instant” and “fast” are pretty broad terms in the online gambling industry. It’s like “premium” in the food industry—something you’ll see on everything from the finest steaks to the cheapest frozen meals. In many instances, you could swap “fast payments” for “you’ll definitely get your winnings this year”, but with True Flip Casino, it genuinely is quick. We tried traditional currencies and cryptocurrencies and on both occasions, our winnings were available within an hour. If you have an issue with your chosen payment method, just hit the Live Chat icon and speak with one of the company’s very knowledgeable and helpful customer support reps. This service is available to members and non-members. If preferred, you can add the company on WhatsApp (+447441951376) or send an email ([email protected]).
It’s important for online casinos to adopt strict responsible gambling procedures, and True Flip Casino does just that. It gives players multiple options to restrict their accounts, safeguard their finances, and get their gambling under control. Some of the tools offered to problem gamblers include:
Registration Limit: Prevent yourself from ever becoming a True Flip Casino member.
Deposit Limit: Tell the casino how much you want to spend each month and set limits to ensure you can never go above these amounts.
Loss Limits: Instead of limiting your deposits, a Loss Limit will restrict your losses, which means you won’t be forced to stop in your tracks if you are on a winning streak.
Session Limit: Do you find that you take more risks and bet more money when playing for long periods of time? Limit yourself to specific timeframes to prevent this.
Wagering Limit: Restrict how much you can wager per game.
Time Alert: An alert that activate at pre-determined intervals and remind you how long you have been playing. An ideal tool if you find that time flies when you’re gambling.
Game Limit: Are you a dab hand at Poker but always lose money when playing real money slots? Use this tool to prevent you from playing slot games.
Self-Exclusion: When you’re ready to call it a day, use this feature. It will prevent you from gaining access to the site for a fixed period of time.
Online casinos attract a lot of hatred, perhaps more so than any other industry. If you’re been involved with this industry for a long time and have played multiple casinos in that time, there’s a good chance you will have had numerous negative experiences. But how many of these are actually the fault of the casino? Players leave bad reviews when they are required to submit verification information. They leave bad reviews when their country is restricted, they can’t gamble with credit cards, and when they don’t win. These are not the fault of the casino, but that doesn’t stop the deluge of bad reviews. It’s one of the few industries where you can do nothing wrong, go out of your way to please people, and still attract a horde of bad reviews. It’s a surprise, therefore, when sites like True Flip Casino have predominantly good reviews. In fact, we struggled to find any genuine unresolved complaints or scathing reviews, and that’s always a very good sign. After all, this online casino has been active since 2017, which is more than enough time to attract a few angry, frustrated, and/or unreasonable players. True Flip Casino reviews are overwhelmingly positive. Furthermore, the casino makes an effort to respond to all reviews, whether they are offering high praise or pointing out a few minor issues. As mentioned in our many other guides to Bitcoin casinos, this is a very positive practice. It is proof that the casino is dedicated to pleasing its players at all costs. Many casinos don’t do this, and many of the ones that do tend to go about it all wrong. In our Stake.com casino review, for instance, we noted how the casino responds to fewer than 1 in 5 bad reviews and tends to be somewhat combative in these responses. If you want to know how good a casino’s customer care is before you join, take a look at its reviews. Does the company respond and, if so, does it respond directly to the consumer and focus on their needs, or does it write in a way that speaks only to potential customers reading the comments?
True Flip Casino is a very attractive online casino that tries to be different and succeeds. It offers some big bonuses and even has its very own cryptocurrency. Participate in numerous slot tournaments, keep your eye on the value of True Flip Coins and Bitcoins, and play your favourite games safe in the knowledge that your account is secure and your wagers are fair. Join True Flip Casino today to collect your share of the 1 BTC Welcome Bonus and explore this innovative and super-stylish online casino. >>Register Here and Get No Deposit Free Spins<<
It is then up to the casino’s security team to intercept the individual and execute the terms and conditions of the self-exclusion program. This would appear to suggest that a family member or friend of a self-exclusion volunteer, who they know is attempting to enter a gaming establishment undetected, may be able to contact the casino and inform them of the impending infraction. How a Casino Ban May Help You. A self-exclusion may help a player remove the temptation of repeating the destructive gambling behaviour. It makes it much more difficult to access any gambling services once a player has a self-ban on them. However, the most important thing with a self-exclusion is that it must be the player who acknowledges that they have a problem and need external control ... Self-exclusion means asking a gambling provider to exclude you from gambling with them for a length of time, usually between six and twelve months but this can be for up to five years for online gambling. All gambling providers in Britain must provide consumers with this option, allowing any customer who has followed the procedure to request self-exclusion to be refused service and prevented ... Sure, self-exclusion is a good way to take a break from gambling and block casino sites accepting UK players. However, it’s a very drastic one, too. There are plenty of other methods you can try before resorting to it. Self-Exclusion is a process whereby you voluntarily and formally request a gambling provider to exclude your access to their services and gambling products for a certain length of time. This specified period of time is usually between 6 and 12 months but can be for as long as 5 years. All gambling providers in the UK must make self-exclusion available to their customers. Any customer who has ... Roar Digital is popular for being the operator of BetMGM, a rapidly growing gaming brand that offers online poker, casino games, ... Unlike other self-exclusion tools currently available in the US, PlayPause takes things a step further by restricting access across every state that the operator is available. People susceptible to irresponsible gambling behavior can therefore not work around it ...
How to ban yourself from playing casino games at ...
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