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Satisfactory: How to Use the Awesome Sink and Awesome Shop

Satisfactory: How to Use the Awesome Sink and Awesome Shop https://ift.tt/Zk0f3sm The holy grail of Satisfactory is having a perfectly balanced factory, where everything made is used, with your storage emptying at the same rate it's being depleted. But that's not going to happen--you'll have extras. That's what the Awesome Sink is for. What is the Awesome Sink? The Awesome Sink (with Moody Lighting) The Awesome Sink is a building that exists to get rid of all of your extra stuff, rewarding you with tickets based on the complexity of the items. This building is entirely optional, but those tickets can be used in the Awesome Shop to buy things like new cosmetic building parts, walkways, vehicles, and more. There's some really useful stuff in there, so you'd be a fool not to put one up. See the official Satisfactory wiki page on the Awesome Shop for a complete list of available items and ticket values. How does the Awesome Sink Work? You can dump items into...

Remedy's Greatest Hits: The Music That Made The Games

Remedy's Greatest Hits: The Music That Made The Games https://ift.tt/cn15duv

More than just the way they approach narrative, level design, and gunplay, there is one constant throughout every single one of Remedy's titles: they will always have the perfect song for the perfect occasion. While Alan Wake 2 is certainly their magnum opus in that regard among several contenders, it's about time we took a look back at the best needle drops in the studio's long history.

Max Payne Theme - Kärtsy Hatakka/Kimmo Kajasto (Max Payne)

The original Max Payne's legacy is very much tied to the time of its release. It was the first video game to fully implement the slo-mo gunplay John Woo and the Wachowski Sisters had been trying to make into a Thing. But all that felt rather passe the more other games came and diluted the formula. The bullet-time may have been what got players in the door. But it was the neo-noir graphic novel vibes that have endured over the years. The constant leitmotif of those vibes is that theme, a grim piano undercurrent that gave even more depth and gravitas to James McCaffrey's jagged, self-deprecating, hard-boiled detective narration, and would be the constant reminder of Max's escalating failures as time went on, with the fully string-based rendition of the theme representing absolute rock bottom for our hero in the Rockstar-developed third game.

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