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Hide and Seek Alone

Playing hide-and-seek-alone is quite popular in various parts of Asia. Those who have tried it report that it actually works and that they felt their lives were threatened.

You will need:

A doll with legs. (The doll serves as a place for the spirit to enter, therefore it is advised that you not use a human doll or a doll that you really like because there is a great chance that the spirit will not leave the doll.)
Rice (The spirit that eats this offering is said to grow stronger)
Red thread (This symbolizes blood and acts of restraint)
Something from your body (Fingernails are the most commonly used, but some use their own blood, skin, hair, etc. Don’t use someone else’s body parts or else it becomes a curse.)
Weapon (Something to stab the doll with so that you can anger it. Real knives are dangerous, so most people use pencils or needles.)
Salt water or alcohol (Without this, the game won’t end. This material is used to get rid of the spirit.)
Hiding place
A name (Giving the spirit a name is the most powerful thing a human can give. Names give spirits great power.)
Step 1: Cut the doll and replace its insides with rice.

Step 2: Place something from your body into the doll.

Step 3: Wrap the doll with the red thread thread as if to hinder it.

Step 4: In a bathroom, pour water into a large washbasin and find some place to hide.

Step 5: Place a cup of salt water in the place before starting the game.

To play:

Step 1: Start at 3 A.M. because that is the time when spirits are most active

Step 2: Give the doll a name

Step 3: When the clock strikes three, close your eyes and say “First tagger is (doll name)!” three times. (If you’re talking to the doll, you must talk sternly.)

Step 4: Go to the bathroom and place the doll in the washbasin.

Step 5: Turn off all the lights

Step 6: Close your eyes and count to ten. Ready your your weapon and head to the bathroom. Go to the doll and say "I found you (doll name)!" and stab the doll. Afterward, close your eyes again and say "Now (doll name) is it!"three times

Step 7: Place the weapon next to the doll and go to your hiding place. You MUST lock the door as well as all other doors and windows.

Step 8: Drink the salt water, but do not swallow or spit it out. The salt water will protect you from the spirit.

To end:

When you want to end the game, take any leftover salt water or alcohol and find the doll. Keep in mind that the doll may not be in the bathroom and there have been instances of it being outside. When you find the doll, Spray the salt water in your mouth on the doll and do the same with the excess water you have left. Close your eyes and shout “I win! I win! I win!” The spirit in the doll will give up and and the game ends. It is advised to dispose of the doll by burning it.

Important:

Keep the game under two hours. After two hours, the spirit in the doll will be too strong to be removed.
You must play alone. The more people there are, the higher the chances of someone getting possessed.
Don’t go outside
When hiding, BE SILENT
Turn off all electronics before starting
When running away, DO NOT LOOK BACK. Also, don’t fall asleep while playing. The doll might stab you.
When discovered by the doll, you can get a small wound or even get possessed. If found by the doll, be careful because your weapon will be somewhere on the floor or in your pocket.
After the game is over, it is important to clean up properly. Be sure to put salt in every corner of the house, especially places where you put the doll and where you found it. Salt is said to scare away spirits.
People who have played have reported some of the following events that usually take place while playing:

TV changing channels on its own
Perfectly normal lights flickering
Doors opening and closing
Hearing the sound of laughter
,creepy,creepypasta,tutorial,ritual,deleted
Sex?
No wtf
No I'm asking for gender
Male or Female
Oh sorry Imao Female
Cool
Wanna fuck?,pun intended

Man Builds An Impressive Shelter In The Wild Using Only His Hands


Dark Souls 2 Hands-On Preview

  With the success of the first Dark Souls, the merciless melee-based RPG franchise has garnered an incredible amount of attention from those that would otherwise shy away from something so punishing. The basic routine of exploration, combat, avoiding traps and collecting souls with which to improve your character is one fraught with frustration, challenge and, ultimately, an immense sense of accomplishment once bested. The 'Souls' series is not one for the transient experimenter or those quick to admit defeat. But tempted by the hyperbolic praise from critic and fan alike, a new and bigger audience now count themselves amongst the Legion of Souls.
  This causes developer From Software a bit of a problem with Dark Souls 2: how do you continue to appeal to the hardened veterans of the series, without alienating the new fans that have been won?
  After spending two hours ploughing through the game's opening sequences, it's clear that From Software is intimately aware of the task on their hands - with new elements on show aimed at satisfying both sections of their fan base. Most obvious of the changes for next month's sequel is a health system that sees your total number of hit points reduced upon each death, down to as low as 50 percent of your total. Quite clearly, that's going to cause more than a slight problem when the game throws its trademark ambushes upon you. Fortunately, such incidents were few and far between over the opening two hours; our numerous deaths going largely unpunished by the lower-ranked enemies that fill the starting areas.
  While the reducing health system sounds very much like a means of adding difficulty for those that have already mastered previous Souls games, extra layers are included that aim to help protect fresh-faced newcomers.
  

  Invading and killing another human player via the new dedicated server system increases the murderer's 'sin' level. A high level of sin can see your health drop to 10 percent of its total, forcing persistent invaders to think twice about attacking potentially soft targets and giving new players a fighting chance of survival when they are attacked by an aggressive veteran. Multiplayer isn't all about player-to-player conflict, though. It's now possible to launch voice chat between two players playing cooperatively, setting up the kind of clear and palpable partnership the series has previously refrained from pursuing. While both players must agree to turn voice chat on from within the game (thereby allowing you to opt-out entirely), its mere implementation may worry those afraid that From Software will pander too much to the less-hardened gamer. Undoubtedly, voice chat should allow for much greater levels of coordination when it comes to tackling the game's tougher bosses, especially given the new way the health system works. What's likely to happen come release is that part of the game's community will rely heavily on voice chat, while others will shun it completely and grumble at its existence.
Also new is an item allowing you to completely reset and reassign any stat points you've spent levelling up your character, giving you a buffer against poor planning and wayward spending. Another inclusion likely to be divisive.
  Where there is little detail, welcomingly so, is in the exposition. Like previous games in the series, Dark Souls 2 provides you with only the faintest idea of what you're actually doing in the new environment of Drangleic before letting you off the leash to trial and error at your peril. Finding out about the world and your role within it has always been a joy to accomplish, the carrot to the gameplay's stick. Your goal in Dark Souls 2 is to find the item that prevents you from going 'hollow'... no hint as to what or where the item is, how you begin to find it or why you've been chosen to take up the quest.
 
  Drangleic, like Demon's Souls' Boletaria and Dark Souls' Lordran before it, is a puzzle unto itself. The starting area of Majula is similar to the previous game's Firelink Shrine in that it's seemingly safe from enemy encounters, but it's also completely lacking in information about where the multitude of pathways leading from it end up. Simply walking around and taking in Majula is an odd experience given the expectations we have of what a Souls game does and should look like. A sandy beach lined with white rock and bathed in the warm yellow-orange light of a twilight sun, overlooked by a lighthouse guardian and melancholy trees, offers stark contrast to the grey gloom and black doom of cliffside castles and dank caverns we're used to.
The route journalists took from Majula, at the advice of our Namco Bandai minder, resulted in the exploration of Dark Souls 2's 'starting area' of weak enemies and largely uncomplicated navigation through a series of forest paths and log bridges over small streams. Given how eager said minder was to have them follow that route, other exits from Majula are likely to throw you against the kinds of monsters, dragons and traps designed to be confronted much later in your journey and only after you've mastered your skills and levelled up your abilities.
  Of course, this is the kind of learning by fire process we expect from Dark Souls 2 and having someone tell you where to go and what to do ruins the experience akin to using a walkthrough guide. This is a very personal game and, while controversial, the majority of the high-profile new inclusions and changes seem genuinely to have been designed with a desire to facilitate player choice.
  
  The voice chat, the health degradation system, the option of resetting your stats - all of these things greatly change the game, but only to the extent that you allow them to based on your own actions and choices. Whether or not 'choice' of this kind is something a Souls game should offer at the potential cost of relentless and rigid structural pillars of gameplay is an entirely different matter...
  It will be incredibly interesting to see whether such a hardened and loving core audience agree with the changes.

Source: telegraph.co.uk

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The Order: 1886 makes dark, dreary London shine in a first taste of gameplay

  The PlayStation 4's "Neo-Victorian" era supernatural shooter has come out of the dark.
When Ready at Dawn unveiled its PlayStation 4 game The Order: 1886 at last year's E3, the developer made a promise that everything we were shown was "running in-engine, in-game with no gimmicks."
  "The idea was to make sure that you never saw any visual discrepancies or breaks in continuity between gameplay and cinematic," Ready at Dawn founder and CEO Ru Weerasuriya said at the time. "Our game models and our cinematic models are one and the same, and everything is rendered real time in the engine as you play the game."
  Weerasuriya recently had the opportunity to make good on those visual promises, showing The Order: 1886's first slice of gameplay from an early portion of the game.
  While the glimpse of that gameplay — cover-based, third-person shooter mechanics and hand-to-hand combat that plays out with timed button presses — felt achingly familiar, it was presented with a level of graphical fidelity paired with sharp art direction that rivals the pre-rendered visuals games have been striving to match for more than a decade.
  "We wanted to build this filmic aspect to the game, from the atmosphere, to the way we use cameras in the game, to make it more immersive," Weerasuriya said. "Even in gameplay, we use filmic cameras that would be more reminiscent of cutscenes, but try meld it to gameplay and make sure it works — because things like depth of field could wreak havoc if not done right. "We played with it a lot and found happy mediums."
  Graphically, The Order: 1886 can be simply jaw-dropping. There's a convincing sense of life in the faces of its protagonists, the knights Lafayette, a happy-go-lucky rookie; Galahad, the seasoned veteran; the noble mentor Percival and Igraine, the love interest/rival. Cloth physics give uniforms a heavy sense of weight and believable bounce as the knights traverse London's streets and rooftops. Motion blur, film grain and lens flare lend the game a warm, cinematic quality. Neo-Victorian London's dark, grit and grime aesthetic perfectly matches the overall dreary tone. The Order's real-time graphics a bit hard to believe at first. It matched what looked at the time — last year's E3 — like a pre-rendered cinematic. But the occasional imperfect texture, hitched frame or aliased seam would pop up, proving that, yes, this is happening in real-time.
  In the gameplay demonstration Weerasuriya presented, two knights of the order, Galahad and Lafayette, enter London's downtrodden Whitechapel district and do battle with members of a rebellion. "As a member of the order, you protect humanity" from the creatures known as half-breeds, Weerasuriya explained, "but you're viewed as someone who protects the well-off." You'll do battle with supernatural creatures and the well-armed humans of the rebellion, which sees the re-imagined Arthurian knights as part of the systemic oppression of London's poor.
  Ready at Dawn's version of Whitechapel attempts to stay true to the gritty East London district as it was at the time. Grit, soot and trash cover the area's crumbling infrastructure.
  "We tried to infuse the London that existed at the time [into the game], not just the London we remember," Weerasuriya said. And while Ready at Dawn will faithfully recreate historic buildings like the city's Crystal Palace, it will also infuse 19th century London with fantastical, then-futuristic creations: dirigibles, an electrical grid, wireless communicators and super-powered weapons. "Airships didn't exist [at the time]," Weerasuriya said, "but they're fun." The same goes for The Order: 1886's arsenal, which includes an arc gun that shoots electricity, the thermite rifle that spreads fire and a shotgun that can also blast enemies with a non-lethal concussive force.
  "We're building weapons that were not only cool and technologically advanced but believable at the time," Weerasuriya said. "These weapons did not exist, but every piece of it, the research [pulled] from things that existed at the time." The discrete parts — the metals, the capacitors, the wooden stocks — are pieced together, then meshed with the spirit of modern-day weapons to create something fantastical, but grounded by some tie to reality. "We don't use the word sci-fi, we make weapons that feel authentic to the time."
,Gaming news,games,The Order,1886

  Ready at Dawn didn't show much in the way of breadth in gun-based gameplay in its demo, instead teasing a variety of mechanics.
After a short conversation between Galahad and Lafayette, which hinted at some of the historical fiction gadgets the order has at its disposal, the two sneaked behind enemies, taking cover behind crumbled walls and corners, shooting down rebels with semi-automatic fire. That led to a close-quarters combat situation in which Galahad engaged in a knife fight with another rebel. Using a short sequence of timed button presses peppered throughout a brutal hand-to-hand fight, Galahad was quickly the victor. He recovered the knife from his fallen foe, slicing open his windpipe, then stabbing him in the chest to ensure the kill.
  What seemed interesting about that melee encounter was that Galahad appeared to have options during that quick time event. When his opponent was downed but not out, Galahad seemingly had the choice to attack with his hands or reach for the knife.

  Weerasuriya said that those types of encounters will play out differently for players; those "branches," as he called them, are not as tightly structured as they are in other games, and failure to nail a particular button press doesn't mean players will necessarily lose a QTE fight.
That's an intriguing twist on what appeared to be some well-worn gameplay, an approach that hopefully extends to The Order: 1886's other discrete parts.
"We are striving to break the barriers of a regular action shooter, by introducing diverse moment-to-moment gameplay," Weerasuriya told Polygon earlier this year. "We're finding interesting ways to introduce melee-combat in the genre that seamlessly moves you from gunplay to different combat experience."
  Ready at Dawn will have to prove that out sometime this year, when the game comes to PS4.

Source: polygon.com
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