Gordon ramsay bankrupt 2010
How would you categorize food pricing on The Strip?
2024.05.14 19:33 LineChatter How would you categorize food pricing on The Strip?
This is for one of my hobby websites. I wanted to give newbies an idea of what to expect for the price ranges. The goal is to help with budgeting.
I don't pay a lot for food in Vegas so I don't know much past the $75 range. Any help there would be appreciated there, especially with examples.
For the cheaper stuff I included sodas, for the more higher-end place I'm assuming a couple of drinks will be involved which will push the price up. Tips included.
Some broad strokes:
Under $15: Slice of pizza and a soda, pastry and coffee, appetizer and water.
$15 to $25: Casino food courts, fast food, cheap local places like Tacos El Gordo, Linq Prominade stalls.
$25 to $35: Basic sit-down restaurant in a casino, American food, Peppermill.
$35 to $65: Level 2 sit-down casino restaurants. Specific places like Chinese and Italian. Lower end celebrity restaurants like Guy Fieri's Kitchen and Gordon Ramsay Burger.
And that's where my knowledge ends.
Do my current ranges look accurate? Other examples? Over $65?
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2024.05.14 18:37 brittanycoochie The Gordon Ramsay Game we never knew we needed
2024.05.14 18:05 brittanycoochie The Gordon Ramsay we never knew we needed
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2024.05.14 17:56 LarryBetraitor Is there a version of WCO, but for Live Action Shows?
I REALLY wanna watch shows like Pretty Little Liars, Suits, Brooklyn-99, The Boys, and Gordon Ramsay: Uncharted, but they aren't on WCO. Is there a version for WCO but live action?
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2024.05.14 16:59 Free-Carpenter7308 Which sentence is correct?
• Gordon vindt dat Ramsay kan niet goed spaghetti koken.
• Gordon vindt dat Ramsay niet goed spaghetti kan koken.
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2024.05.14 13:30 readingrachelx Housewife highlights/Daily shit talk - May 14th, 2024
BRAVO NEW JERSEY ORANGE COUNTY NEW YORK BEVERLY HILLS ATLANTA AFRICAN FRANCHISES Links to this week's episode discussion posts: submitted by
readingrachelx to
RHDiscussion [link] [comments]
2024.05.14 13:22 FPSpsycho Most Annoying Chef from Seasons 1-19 Ranked WORST to BEST (Left to Right)
https://preview.redd.it/8f9fynzujd0d1.png?width=824&format=png&auto=webp&s=6b0af5facc77cd891dbd977448742603b59422cf Now admittedly, this is partially opinion-based. Also, since I know people will ask: the main reason Elise isn't higher is the fact she actually has cooking talent (unlike majority of contestants higher than her). Some of these choices were difficult, like the bottom 4 arguably aren't THAT bad, but comparable to other contestants in the season they were my most logical choice.
As for my top 3...
- Jen = Needs no explanation really. Every scene she's in she's either a snob, cocky, toxic, whatever word you want. From the moment of her introduction in Season 4, I'll let this quote sum up her personality in a nutshell... "There's a difference between constructive criticism, and someone just being a butthead. I think Chef Ramsay might need to read a couple of books. He has absolutely no idea what he's talking about, and he has absolutely no idea who he's talking to!" - Completely and utterly unbearable for me, and she only got worse when she returned during Season 18. During the 3rd episode she has an absolute mental breakdown towards Gordon after he calls her out for a short portion of garnish. She claims he was hiding it under the pass, presumably for forced drama? Absolutely absurd, I'm surprised even Lady Gaga works with her - I certainly wouldn't wanna be within a 5 mile radius.
- Scott = Season 7 was the first season I ever watched back in 2015. He is easily the most ARROGANT chef to ever set foot on the show. Every scene seemingly gets worse and worse, especially once he moves to the red team. Even Gordon had enough of his sh*t during his elimination plea, in which Scott unironically said - "I'm a hard-worker - obviously you know that - I just bust ass every day. I have a calmness about me during service no matter what the stresses bring. By no means, I'm not the worst cook in this team by far, I'm the best cook in this team, the best leader in this team." To which Gordon replies with "I can't take it anymore". So yeah even if you haven't seen the season, you know exactly why I rank him up here.
- Anton (I know Jen is technically 3rd again, but it'd be silly to explain her twice) = On top of the permanently annoying smoker voice, the guy was just a straight up dick to majority of contestants, incredibly sexist, and pushed the passive Sous Chef Andi so far to her screaming her lungs out at him (one of my favourite scenes, because he 100% deserves it). Admittedly, he was half-decent before he moved over to the red kitchen, but even then he was nothing to write home about. Very little redeeming qualities, glad they didn't prolong his elimination for content.
For anyone that'd like to do the tier list ranking for themselves -
https://tiermaker.com/create/hells-kitchen-seasons-1-20-contestants-and-staff-140353 submitted by
FPSpsycho to
HellsKitchen [link] [comments]
2024.05.14 12:28 AutoNewspaperAdmin [US] - Millions of British children born since 2010 have only known poverty. My £3bn plan would give them hope Gordon Brown Guardian
2024.05.14 12:00 AutoNewsAdmin [US] - Millions of British children born since 2010 have only known poverty. My £3bn plan would give them hope Gordon Brown
2024.05.14 10:18 SkoivanSchiem Incremental/Idle games are so stupid. I love them.
As I'm typing up this submission on my second monitor, NGU Idle is running on my main screen and I'm watching a bunch of numbers go up - waiting for one of my basic attack skills to hit level 25,000 so that I can unlock the next one.
Once all of them are capped, I can move all of my leftover energy to Augmentations and boost my Attack, Defense, and HP into the Septendecillions. This will help me get over the next wall in the game: Boss #58 - Spiky Haired Guy.
But as all of these are running automatically, I shouldn't forget to pay some mind to my Adventuring screen where the loop is pretty much the same: Watch all those pretty numbers go up, get all that glorious loot and boost drops, and level up my equipment so that I can fight stronger enemies and get better loot and get more boosts and get stronger equipment so I could finally take down the first Titan of the game: Gordon Ramsay Bolton.
...look at all those pretty numbers...
...HELP. ME.
It's probably just a phase, or a mood, but I'm in a place right now where I can't really pick up anything that needs a lot of active gameplay investment. At the same time, I still love the smooth-lizard-brain dopamine hit that progression in gaming typically brings.
The idle genre provides that in spades. This particular one I'm playing, NGU Idle, is pretty packed with features that it can hold my interest quite a bit. It's layer upon layer upon layer of almost pure progression by just idling/afk'ing but it has A LOT of layers that you can continue to unlock and will make your numbers go higher and higher. It's pretty crazy, with people taking as much as 20,000 hours to reach the end of the game.
There are a bunch of other good ones on Steam like the classic Cookie Clicker, Leaf Blower Revolution, etc.... I even tried a browser based game one time called The Levelling Tree which is quite literally just you clicking on upgrades on a very basic web layout so that you can watch numbers go up / go up faster... and I played that thing longer than I would care to admit.
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2024.05.14 08:24 gravy_baron Millions of British children born since 2010 have only known poverty. My £3bn plan would give them hope Gordon Brown
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2024.05.14 07:43 AutoNewspaperAdmin [Opinion] - Millions of British children born since 2010 have only known poverty. My £3bn plan would give them hope Gordon Brown Guardian
2024.05.14 07:22 AutoNewsAdmin [Opinion] - Millions of British children born since 2010 have only known poverty. My £3bn plan would give them hope Gordon Brown
2024.05.14 03:45 mr-br1ght-side Are equity valuations truly a NPV of future cashflow? How well do they predict future economic activity?
I'm looking for a high-quality overview addressing the following research questions: "To what extent might we empirically find equity valuations to:
- Reflect a net-present value of expected future cashflows,
- Predict economic development?"
I am aware of the theoretical arguments (eg: Gordon constant growth model of stock valuation), but curious whether the models fit well in practice.
The best summary I can find is the literature review section of a 2010 paper ("
Is the Stock Market a Leading Indicator of Economic Activity in Nigeria?", which lists ~20 studies and concludes that "Several studies of advanced economies have found stock prices to be a fairly reliable indicator of GDP growth" based on Granger causality.
Is there anything more recent and comprehensive, ideally a meta-analysis?
I mentioned equities as NPV of expected cashflow
here, and was met with surprising pushback.
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mr-br1ght-side to
AskEconomics [link] [comments]
2024.05.14 03:40 I_Hate_Summer_ Sometimes when I'm cooking I'll pretend I'm stranded on an island with Gordon Ramsay and he's tasting my survival food
And he thinks it's really good. I know in my heart it's only cause we're on an island with not much to eat but he is still very impressed at my resourcefulness and how good I can make things taste with my wide breadth of knowledge about local flora and fauna.
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I_Hate_Summer_ to
RandomThoughts [link] [comments]
2024.05.14 00:31 GalaadJoachim 10 last 4th and 8th picks
4th Pick :
2008 : Russel Westbrook (1 x MVP / 9 x All-Star / 2 x All-NBA 1st) - 21.7 / 7.1 / 8.1
2009 : Tyreke Evans (1 x RotY) - 15.7 / 4.6 / 4.8 (out of the league)
2010 : Wesley Johnson - 7.0 / 3.2 / 1.1 (out of the league)
2011 : Tristan Thompson (1 x NBA Champ) - 8.7 / 8.1 / 1.0
2012 : Dion Waiters (1 x NBA Champ) - 13.1 / 2.6 / 2.8 (out of the league)
2013 : Cody Zeller - 7.9 / 5.7 / 1.3
2014 : Aaron Gordon (1 x NBA Champ) - 13.5 / 6.5 / 2.7
2015 : Kristaps Porzingis (1 x All-Star) - 19.7 / 7.9 / 1.8
2016 : Dragan Bender - 5.4 / 3.9 / 1.3 (out of the league)
2017 : Josh Jackson - 11.3 / 4.0 / 1.8 (out of the league)
2018 : Jaren Jackson Jr (1 x All-Star / 1 x DPoY / 2 x All-Defensive) - 17.6 / 5.5 / 1.4
2019 : De'Andre Hunter - 14.3 / 4.1 / 1.5
2020 : Patrick Williams - 9.7 / 4.2 / 1.5
2021 : Scottie Barnes (1 x All-Star / RotY) - 16.6 / 7.4 / 4.7
2022 : Keegan Murray - 13.7 / 5.0 / 1.4
2023 : Amen Thompson - 9.5 / 6.6 / 2.6
8th Pick :
2008 : Joe Alexander - 4.2 / 1.8 / 0.7 (out of the league)
2009 : Jordan Hill - 7.9 / 5.8 / 0.8 (out of the league)
2010 : Al-Farouq Aminou - 7.5 / 6.0 / 1.2 (out of the league)
2011 : Brandon Knight - 14.0 / 3.1 / 3.9 (out of the league)
2012 : Terrence Ross - 11.0 / 2.8 / 1.3 (out of the league)
2013 : Kentavious Caldwell-Pope (2 x NBA Champ) - 11.4 / 3.0 / 1.8
2014 : Nik Staukas - 6.7 / 2.0 / 1.5
2015 : Stanley Johnson - 6.2 / 3.1 / 1.5 (out of the league)
2016 : Marquese Chriss - 7.6 / 4.7 / 1.0 (out of the league)
2017 : Frank Ntilikina - 4.8 / 1.8 / 2.2
2018 : Collin Sexton - 18.9 / 2.9 / 3.6
2019 : Jaxson Hayes - 6.8 / 3.8 / 0.6
2020 : Obi Topin - 7.9 / 3.2 / 1.1
2021 : Franz Wagner - 17.8 / 4.6 / 3.4
2022 : Dyson Daniels - 4.8 / 3.5 / 2.5
2023 : Jarace Walker - 3.6 / 1.9 / 1.2
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GalaadJoachim to
NBASpurs [link] [comments]
2024.05.13 23:58 musical-amara Rip and Tear: A Decade of Doom
In the annals of gaming history, few titles command the reverence and adoration as the legendary Doom franchise. Born from the minds of John Romero, John Carmack, Adrian Carmack, and Tom Hall, Doom would go on to lay the foundations for just about every modern video game that exists. It was a true tour de force, a success story few could scarce ever imagine.
Released in 1993, Doom was an immediate smash hit, thanks in no small part to its shareware format, which allowed users to experience the first few levels of Knee Deep In the Dead, and then order the full game via the phone number included. Players could then share the floppy disk with their friends, and so on, and so on. It was a truly revolutionary system, and within a single year, Doom had sold over 2 million copies.
The history of the Doom franchise is one of innovation, ultra violence, and controversy (1999's Columbine High School Massacre), and that reputation is one that continued with 2016's DOOM. DOOM was officially revealed at Quakecon 2014, ten years after Doom 3. Players had long resigned to Doom being considered a dead franchise. A reboot had been in the works for a number of years prior, but never got released, having been quietly cancelled by id in 2010. The future was bleak, but the 30 second long teaser ignited a spark that had been burning dimmer every passing year.
Then came E3 2015.
The hype was unreal. The trailer had everything that fans could possibly want. Gore, intense violence, insane run n gun gameplay, a rip-roaring soundtrack and the MFING CHAINSAW. But fans had been let down before. Would it really hold up its promises?
Yes. Yes, it would.
PART I: Presentation
When DOOM burst onto the scene in 2016, it did so with a visual and auditory spectacle that left players awestruck. From the moment the game boots up, players are made aware that this is not your average shooter. You are greeted with a deep, commanding voice. "Rip and tear, until it is DONE."
Immediately, players are greeted with a scene of carnage and the Doom Slayer chained to a table, which, of course, he instantly breaks free from. A zombie attempts to relieve the Slayer of his life but is beaten to the punch with a prompt skull smashing. After putting the other zombies to rest, he interacts with the panel in the corner, is greeted by one Dr. Samuel Hayden, who attempts to justify the outbreak, and decides he would rather kill shit than listen to excuses and destroys the monitor.
That is the introduction to this game. It never wastes the player's time. We aren't here to listen to long droning monologues or watch MGS style cutscenes. id Software knew their audience, and knew what that audience wanted, and they deliver in spades. This introduction sets the tone for the entire experience: relentless action, unapologetic violence, and a protagonist who is as unstoppable as he is uncompromising. The Doom Slayer's disdain for exposition and his single-minded focus on annihilating demons resonate with players who crave a pure, unadulterated gaming experience.
By eschewing lengthy cutscenes and exposition-heavy dialogue in favor of fast-paced gameplay and visceral action, id Software delivers a game that respects the player's time and delivers exactly what they came for: non-stop demon-slaying action. In an era where many games are criticized for padding their runtime with unnecessary filler, DOOM stands out as a shining example of how to create a focused and engaging experience that keeps players coming back for more.
Rather than bombarding players with lengthy exposition or intrusive cutscenes, DOOM opts for a more environmental storytelling approach. Throughout the game, players can discover audio logs, read text-based terminals, and observe environmental details that provide context and background to the events unfolding around them.
The story of DOOM revolves around the Doom Slayer's mission to stop a demonic invasion unleashed by the Union Aerospace Corporation (UAC) on their Martian facility. As players progress through the game, they uncover details about the UAC's experiments with Hell energy, the origins of the demonic invasion, and the Doom Slayer's own mysterious past.
While the story may not be front and center in DOOM, it nonetheless adds depth and richness to the game world, enhancing the overall experience for players who choose to engage with it. And for those who prefer to focus solely on the action, the story remains secondary, allowing them to enjoy the game on their own terms.
That's all well and good, but what about the actual gameplay? Simply put, it is exhilarating. From the moment you are given control of the Slayer, players are thrust into a frenzy of blood and violence, and it never lets up. At its core, DOOM is a first-person shooter that harkens back to the genre's roots while injecting it with a healthy dose of modern flair. The gameplay is fast-paced, frenetic, and utterly unapologetic in its brutality. You're not just a player – you're the Doom Slayer, a force of nature hell-bent on eradicating every last demon in your path.
Central to the gameplay experience is the game's combat loop, which revolves around a delicate balance of aggression and strategy. In DOOM, there's no hiding behind cover or waiting for your health to regenerate – you're constantly on the move, strafing, dodging, and leaping across the battlefield as you unleash a torrent of bullets, rockets, and plasma upon your enemies.
Weapons include the iconic shotgun, heavy assault rifle, plasma rifle, rocket launcher, and the devastating BFG 9000, among others. Each weapon offers different firing modes, such as single shot, burst fire, and continuous beam, providing players with tactical options in combat. A key aspect of combat is the Glory Kill system, which allows players to perform brutal finishing moves on staggered enemies. Glory Kills not only provide health and ammo but also contribute to the flow of combat by encouraging aggressive play. It is incredibly satisfying to watch the Slayer rip an imp in half or stomp their head into the pavement, and doing so rewards you with a large return of health.
The Chainsaw mechanic is another integral part of combat, allowing players to instantly kill most enemies and gain a large amount of ammo in return. However, Chainsaw fuel is limited and must be managed carefully. Like Glory Kills, watching the chainsaw tear demons apart is incredibly satisfying. Certain demons require more fuel but provide the player with more ammo in return. Balancing which demons you chainsaw and which ones you choose to Glory Kill is an important part of combat.
Exploration is key to progression and is rewarding to those players who choose to do. Hidden throughout the levels of the game are Argent Cells, Praetor Tokens, and Rune Trials. Each of these provide upgrades to your health/shield/ammo, suit, and passive abilities respectively. Also hidden throughout the game are levers that lead you to classic levels from Doom 1 and Doom 2, which then unlock the full level of its respective game, playable from the main menu. You can also find toy models of the Doom Slayer, which unlock various character models to view. On some of these models, the Doom Slayer will perform a unique action when picking it up, such as fist bumping the classic Doomguy. It's a nice and cute little touch added by the developers that does a little to add character to the Slayer, who is a silent protagonist.
id Software masterfully blends modern game design with a deep reverence for the classics, paying homage to the series' storied history while introducing new elements that propel the franchise forward. Central to this approach is the game's character design, which strikes a delicate balance between nostalgia and innovation. At its core is the iconic protagonist, the Doom Slayer, whose design pays homage to the original Doom Marine while incorporating modern updates that make him feel both familiar and fresh. With his battle-worn armor, imposing stature, and silent demeanor, the Doom Slayer is the embodiment of raw power and unrelenting rage.
The game's roster of enemies is a veritable who's who of classic Doom foes, reimagined for the modern era. From the lowly possessed soldiers to the hulking Cyberdemon, each enemy is lovingly crafted to capture the essence of its 1990s counterpart while introducing new mechanics and behaviors that keep players on their toes. Whether you're facing off against the agile Revenants, the relentless Hell Knights, or the grotesque Cacodemons, every encounter is a nostalgic trip down memory lane, punctuated by the satisfying sound of demon flesh being torn asunder.
But the main story is not where it ends. DOOM has an arcade mode, where players can run through the levels again, this time trying for high scores and medals while collecting 1 Ups. It's important to move fast and have accurate aim; the more kills you chain together, the bigger your score is. Getting hit reduces your score. At the end of the level, your score is tallied against others on a leaderboard. It's a great way to incentivize players to keep playing, in order to get a better and better score.
There is also multiplayer, where players compete in various game modes such as classic deathmatch, warpath and free for all. Players can become demons by collecting runes on the battlefield and this gives them a distinct advantage; demons are larger, stronger and more resilient. Players are bizarrely restricted to only two weapons and a loadout in multiplayer, which blew my mind. Loadouts. In a DOOM game. The demons are also massively unbalanced and if one team manages to get a particularly powerful demon such as a baron of hell, then it's a guaranteed win. All in all, the multiplayer just isn't great. You are better off replaying the story or arcade mode, or even SnapMap.
SnapMap is id Software's proprietary level editor, and it puts every other editor on the market to shame. SnapMap is an incredible, intuitive, easy to learn system allowing players to create their own multiplayer, co-op and single player maps. There is an extensive tutorial system that teaches users the basics, and goes up in depth, covering how to use AI triggers, switches, combinations, object layering, actions, recalls, audio cues, etc. Never have I ever seen such an in-depth interface on a console game before. While it is only surface level in the grand scheme of things, SnapMap is a great introduction to teaching users how game development works, and I urge everyone to try it out at least once.
Part II: The Music
In DOOM, the music isn't just a background accompaniment – it's a driving force that propels players forward, electrifying every moment of the gameplay experience. Composed by the incredibly talented Mick Gordon, the soundtrack of DOOM is a relentless onslaught of metal and electronica that perfectly complements the game's fast-paced action and visceral combat. From the moment you boot up the game, you're greeted by the iconic strains of the main theme, a haunting melody that sets the tone for the epic journey that lies ahead. As you traverse the game's environments, the music shifts seamlessly between atmospheric ambience and pulse-pounding metal.
But it's not just the composition of the music that makes it so memorable – it's also the way it's integrated into the gameplay itself. Mick Gordon's dynamic scoring system ensures that the music evolves in real-time based on the player's actions, ramping up in intensity during combat encounters and dialing back during quieter moments of exploration. This creates a sense of momentum and flow that enhances the overall pacing of the game
One of the standout features of the soundtrack is its use of unconventional instrumentation and sound design. Mick Gordon's signature sound combines distorted guitars, pounding drums, and industrial noise to create a sonic palette that is as brutal and unforgiving as the game itself. From the deep, guttural growls of the synth bass to the ear-shredding shrieks of the guitar solos, every element of the music is designed to evoke a sense of chaos and destruction, mirroring the relentless carnage unfolding onscreen.
Of course, no discussion of the music in DOOM would be complete without mentioning the iconic tracks that have become synonymous with the game. From the adrenaline-fueled "Rip & Tear" to the bone-crushing "BFG Division," each track is a masterpiece of composition and production, perfectly capturing the essence of the DOOM experience and elevating it to new heights. Mick Gordon's composition for the DOOM soundtrack is a tour de force in heavy metal and industrial electronica, meticulously crafted to evoke the essence of the game's frenetic gameplay.
The backbone of the soundtrack is the distorted guitar, which provides the driving force behind many of the tracks. Gordon's use of extended-range guitars and custom-tuned instruments gives the music its signature low-end punch, while his aggressive playing style adds a raw, visceral energy to the sound. In addition to guitars, Gordon incorporates a wide range of electronic and synthetic elements into his compositions, including synthesizers, drum machines, and sampled sounds. These elements are used to create atmospheric textures, rhythmic patterns, and dynamic effects.
One of the most innovative aspects of Gordon's sound design is his use of audio manipulation techniques, such as granular synthesis and spectral processing. These techniques allow him to deconstruct and manipulate audio in real-time, creating complex textures and effects.
Perhaps the most revolutionary aspect of Mick Gordon's composition for DOOM is his dynamic scoring system, which adjusts the music in real-time based on the player's actions. This system, known as "MIDI-controlled dynamic music," allows the music to seamlessly transition between different layers and variations depending on the intensity of the gameplay. Gordon achieves this dynamic effect by dividing each track into multiple stems or layers, each representing a different element of the music (e.g., drums, guitars, synths). These stems are then triggered and mixed in real-time using MIDI data generated by the game engine, allowing the music to adapt and evolve dynamically as the player progresses through the game.
Part III: Building a Legacy
All too often in this industry, legacy franchises are either left in the dust to be forgotten, or brought back to a limp fanfare, only to be thrust back into the shadows of the past. This happens for a myriad of reasons, and I believe the biggest one is that they don't respect their legacy, and they don't respect the players who engage with them.
At its core, DOOM is a game that understands what players want: fast-paced action, engaging gameplay, and a sense of empowerment. By focusing on these core principles, id Software created an experience that resonated with players old and new, capturing the spirit of the original games while pushing the series forward. Central to this approach is the game's unwavering commitment to respecting the player. From its minimalist storytelling and streamlined level design to its intuitive controls and dynamic difficulty system, DOOM prioritizes the player's experience above all else, ensuring that every moment of the game is engaging, immersive, and satisfying.
One of the most notable ways that DOOM respects the player is through its approach to difficulty. Rather than imposing artificial barriers or punishing players for their mistakes, the game encourages experimentation and mastery through its responsive gameplay mechanics and adaptive enemy AI. Players are given the freedom to approach encounters in their own way, whether it's through brute force, cunning strategy, or a combination of both.
Another key aspect of DOOM's player-centric design is its emphasis on accessibility. From its difficulty settings and intuitive user interface to its robust accessibility features, such as colorblind modes and customizable controls, the game ensures that players of all skill levels and abilities can enjoy the experience without feeling excluded or overwhelmed.
But perhaps the most important way that DOOM respects the player is through its commitment to fun. At its core, DOOM is a game that prioritizes the player's enjoyment above all else, delivering a seamless and exhilarating experience that keeps players coming back for more. Whether you're blasting demons with a shotgun, exploring hidden secrets, or rocking out to Mick Gordon's pulse-pounding soundtrack, DOOM is a game that never stops prioritizing YOU.
DOOM's legacy is one of respect – respect for the player, respect for the franchise, and respect for the medium of video games as a whole. By prioritizing fun, accessibility, and player agency, id Software created an experience that not only honors the legacy of the original games but also sets a new standard for what a modern first-person shooter can be. And for that, we owe them a debt of gratitude.
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2024.05.13 18:50 Isaiah_xyz So I found my PluralKit data from when I was convinced I was a system
| Yes, Aether, Amber, and Yelan were based off Genshin Impact. And yes, Gordon was based off Gordon Ramsay. I'm so not proud of myself lol submitted by Isaiah_xyz to SystemsCringe [link] [comments] |
2024.05.13 13:57 DaveLambert Chef James Avery (S11-14 blue team Sous Chef) took his family to Hell's Kitchen Foxwoods for Mothers Day
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2024.05.13 12:13 DocInDocs Apt subtitle misspelling
The subtitles on the Australian ABC broadcast for Dan Walker's This Is My... about Egg Club mentioned Gordon Ramsay was banned for life for FOWL language
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WILTY [link] [comments]
2024.05.13 04:18 gradi3nt Announcing the 2024 Prediction Thread Winner: u/redditbanana42 🎉🎉🎉
We entered the final match with
u/jrdn1616,
u/HandsomedanNZ and
u/redditbanana42 all tied on 31 points. Jrdn and Handsome each predicted losses while Banana faithfully predicted a win 0-1. Banana's faith was rewarded with a single crucial point that resulted in the 2024 prediction championship. Congratulations!
Thank you everyone for playing, I hope you enjoyed it as much as I did. The game will be back and better than ever in the fall.
Final Standings
Place | User | Points | PointsGained | Exacts | Corrects | Wrongs |
1 | u/redditbanana42 | 32 | 1 | 3 | 23 | 17 |
2 | u/jrdn1616 | 31 | 0 | 5 | 16 | 21 |
3 | u/HandsomedanNZ | 31 | 0 | 3 | 22 | 13 |
4 | u/strider_tom | 29 | 0 | 5 | 14 | 18 |
5 | u/whattodotodo8 | 28 | 1 | 5 | 13 | 14 |
6 | u/MetaRift | 28 | 0 | 2 | 22 | 17 |
7 | u/nape27 | 28 | 0 | 3 | 19 | 17 |
8 | u/jjbc56 | 27 | 0 | 2 | 21 | 19 |
9 | u/Toast_for_President | 27 | 0 | 5 | 12 | 10 |
10 | u/pishkabob | 27 | 0 | 4 | 15 | 22 |
11 | ThatMoodyBstard | 27 | 0 | 3 | 18 | 22 |
12 | Revolutionary_Cup602 | 27 | 0 | 3 | 18 | 20 |
13 | Intermittent-Thinker | 26 | 0 | 3 | 17 | 10 |
14 | BlameTibor | 26 | 0 | 4 | 14 | 20 |
15 | UtterlyRedditculous | 26 | 0 | 2 | 20 | 18 |
16 | Cervix-Pounder | 25 | 0 | 3 | 16 | 22 |
17 | Challeng4Accepted | 25 | 1 | 3 | 16 | 18 |
18 | malkusm | 25 | 0 | 3 | 16 | 19 |
19 | kyleandrew_7 | 25 | 0 | 2 | 19 | 18 |
20 | teuridge | 25 | 0 | 3 | 16 | 22 |
21 | magneticacorn | 25 | 0 | 1 | 22 | 18 |
22 | 496e636f676e69746f | 25 | 3 | 3 | 16 | 12 |
23 | hAkonf | 25 | 0 | 2 | 19 | 15 |
24 | slugmaniac | 24 | 0 | 2 | 18 | 13 |
25 | Zou-KaiLi | 24 | 0 | 3 | 15 | 23 |
26 | oldredstang66 | 24 | 0 | 4 | 12 | 14 |
27 | Hefty-Competition297 | 23 | 1 | 2 | 17 | 18 |
28 | Zapdosman | 22 | 0 | 2 | 16 | 20 |
29 | LegitimatePass6924 | 22 | 0 | 2 | 16 | 17 |
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submitted by
gradi3nt to
SaintsFC [link] [comments]
2024.05.12 20:25 B3nb3nb3n01 How do I prevent the grease from fusing to the pot when cooking eggs?
For reference,
here is what I'm talking about. I'm trying to do a slight variant of Gordon Ramsay's method of cooking scrambled eggs (which I would link, but apparently youtube links are not allowed), hence the pot instead of a pan. I'm using bacon grease instead of butter and letting it melt slightly to cover the bottom of the pot first. It also happens with butter, too, though.
submitted by
B3nb3nb3n01 to
cookingforbeginners [link] [comments]
http://swiebodzin.info