Raidrian
United Kingdom (Great Britain)
Haiiyo! Professional Sleeper. Lover, Connoisseur, and Enthusiast of Moths!
• Discord: Raidrian#0001│raidrian
• Destiny: /join 76561198879947654 │ /join Raid#1442
Haiiyo! Professional Sleeper. Lover, Connoisseur, and Enthusiast of Moths!
• Discord: Raidrian#0001│raidrian
• Destiny: /join 76561198879947654 │ /join Raid#1442
Currently Offline
Bombyx Mori, The Silk Moth.
Conservation status: Domesticated


Scientific classification:
• Domain: Eukaryota
• Kingdom: Animalia
• Phylum: Arthropoda
• Class: Insecta
• Order: Lepidoptera
• Family: Bombycidae
• Subfamily: Bombycinae
• Genus: Bombyx


Geographic Range
Bombyx Mori originally existed in the wild throughout Asia. Though they are believed to no longer exist in the wild, they are in the care of the silk industry in Asia and Australia.


Habitat
Although Bombyx Mori is native to China, it does not live in the wild any longer because of sericulture.
(Sericulture is an industry that is characterized by a two-step process, the cultivation of mulberry trees and the rearing of silkworms on mulberry leaves to produce cocoons.)


Physical Description
The larvae of Bombyx Mori are caterpillars that are about 4 cm long, including their horned tail. They are buff-coloured with brown thoracic markings. The adults are moths with a 4 cm wingspan. They are also buff-coloured, but have thin brown lines on their whole bodies. Another silkworm, Bombyx Mandarina, appears to be a wild race of Bombyx Mori.


Reproduction
Bombyx Mori are holometabolous and reproduce sexually. The female adult dies upon depositing her eggs. These eggs weigh in at a miniscule 1/30,000 of an ounce each. After 10 days, the eggs hatch and hungry larvae emerge. They are segmented and have body hair. The larvae eat and grow for approximately 6 weeks, and then they begin the next stage of their lives. Bombyx Mori produce a fluid in their silk glands that is forces through spinnerets on their mouths. This fluid hardens in the air to produce the silk thread that they will wrap around themselves to form their cocoons. Bombyx Mori spend 2 weeks as pupae in the safety of their cocoons before emerging as adults. Inside the cocoon, much of their bodies die by an attack of their own digestive juices. This process, histolysis, clears away the old parts to make way for the new ones that will develop in this pupal state. After this process is completed, the adults break free from the cocoon in order to begin the cycle again. The adults are winged and have traded body hair for scales. They are dramatically different from their larval stage.


Behaviour
Bombyx Mori are social creatures which can locomote. Because of their role in sericulture, the adults of the species can no longer fly. Bombyx Mori have compound eyes and can hear both each other and other animals. On the tip of the abdomen of female Bombyx Mori, there is a pheromone-secreting gland crucial to the species' mating ritual. When females secrete their pheromones, males begin to do a "flutter dance." This helps males and females find each other. It is suggested that if a female's gland were to at once release all the pheromones, one trillion males would be attracted to her in an instant. Also important in the mating ritual are the males' larger, more plumed bodies, which entice the females.


Food Habits
Bombyx Mori are herbivores. They feed specifically on white mulberry leaves, but also eat Osage oranges and lettuce. They do most of their eating in the larval stage. The larvae have mandibles for feeding, while the adults have sucking mouth parts. Because they have been cultivated for so long for sericulture (the silk industry), Bombyx Mori have lost an adaptation helpful to feeding in the wild. The larvae can no longer hang on plants at gravity-defying angles, and must be fed by humans.


Conservation Status
Bombyx Mori is not currently an endangered or threatened species; however, many animal rights activist groups object to their use in sericulture. One of the main things the activists are offended by is the silk industry's practice of boiling cocoons with living pupae inside in order to get the silk.
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Review Showcase
937 Hours played
Dark Souls 3 is honestly my favorite game. The game is made to challenge you, and every time I play it I change it up a bit, making it more difficult for myself to give me a challenge. The game is very well put together. This game can be played with friends, but if this is your first Soulsborne game I suggest for your first playthrough try to play it alone, enhance your first experience, enjoy the game and all of the things that happen along the way, let every boss surprise you. The bosses themselves are quite well put together, but few are in that category. The music is probably one of the best parts of the game, even though music is only in one area and boss rooms only, the music is intense and can often change the fight completely as the music might change along with the boss itself. And the game has multiple playstyles you can choose that everyone can enjoy, from a guy with a stick to a man with a sword bigger than his own body. There are is a total of 5 playstyles that you can combine together: Pyromancy (Intelligence & Faith), Miracles (Faith), Magic (Intelligence), Heavy Weapons (Strength), and Speed Weapons (Dexterity). all of these can be mixed and matched together. Overall, this game is amazing and cannot get enough of it

I feel like the dark universes of soulsborne games is also part of this kinda therapeutic element of those games. Beating most souls-like isn't like beating a From Soft one, there is something in the poetic darkness of those worlds, on what they have to tell in addition of what the gameplay have to tell that makes them really impactful. Those games incarnate hope to me, even in a dark, decaying world, there is always hope. Hope the Flame will live on or hope the Age of Darkness will be the rise of humanity or even that you can still find purpose after hollowing. There is also life, maybe not in number and most character are technically undead but many characters have such strong personalities and even a sense of humour sometimes despite the sinister surroundings, I've always enjoyed Siegward of Catarina and his unending optimism, Patches and his treacheries, Anri and their resolution to accomplish their deed no matter the hardship, but also by seeing how other characters eveolve in this dark and unforgiving places, or just by contemplating those places and the history behind.

Dark Souls requires and fosters a healthy relationship with failure. The subtitle of the first game "prepare to die" is not a warning or a challenge, its damn good advice. You will fail at some points, thats unavoidable, but it's not always a bad thing, when you die and drop souls you're encouraged to go back there to collect them, to try again, sometimes when you struggle with a boss, it's good to have runs where you don't nessasarily aim to win but instead to learn their patterns and experiment. Failure can be devastating when you lose all your souls but you can't just load a previous save, you have to move on. And something I've taken surprisingly to heart, us
that sometimes failure is unavoidable, that sometimes it will hurt, but we always need to keep moving, and most important of all sometimes failure is the first step to success. These games require practice the same way chess requires practice before you're going to be good at it. They're only hard until you've learned enough to where they're not hard...and after that it feels like you've picked up some new skills.

Another huge contributing factor is, at least in my mind, the very particular way Souls games handle multiplayer and how that's weaved into the narrative.
In all Souls games, while the world as a whole is lonely you are yourself never truly alone. It's your journey and it's your victories but there are always others, fleeting ghosts from other worlds, passing by on their own journeys. Souls games are a surprisingly communal experience. Even when you're not actively summoning other people into your world the landscape is filled with notes from your fellow Chosen Undead, guiding you and cheering you on. The asynchronous multiplayer features of Souls games build a sense of shared suffering, a sense that the world may be dark but together we can carve our way towards the light, that there are always others who are on the same journey as you. Even the lore reinforces this, you are not the only Chosen Undead, not the only Bearer of the Curse, not the only Ashen One. You are but one of many and are given the tools to help your fellow travelers succeed. It's not by accident that the item used to enable online features is "Humanity". Because that is what's at the core of being human, to care for each other. To help those in need, to pass down knowledge, to survive *together*.
Depression often results in loneliness and often times that loneliness is precisely what's keeping you from healing. You have no one to lean on, no one who can help you. Souls games can remind you that there are other people out there, that they want to help you, that this world does not need to be braved alone. Don't you dare give up, don't you dare go hollow.

(Port Bloodborne to PC)
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Dark Souls 3 Critique
Dark Souls 3 Critique

It should come as a relief to know Dark Souls III is significantly better than its predecessor. Dark Souls II was still a great game, but there were plenty of misgivings. This included occasional baffling level designs, some of which made you question the architects of the world, and an emphasis on boss quantity rather than quality. While the world was still vast, it didn’t necessarily live up the expectations the first game set in its way. Fortunately, Dark Souls III fixes a lot of the issues mentioned. There are rarely any locations that are completely plain and empty; there are still a few here and there, but they’re far less frequent. Although, progressing through the campaign, it actually felt like as if the models in the background began to decrease, going from a world that looked lived-in, to pristine and barely touched. There are also two-thirds the number of bosses this time around, with the focus being on exploring interconnected environments while not always limiting players behind fog gates. It is a little shorter than its past two titles, taking roughly thirty, maybe as high as forty hours if you’re having trouble in certain areas, to complete, but every minute of it is gratifying and new game plus offers various new challenges to keep your interest.

While Dark Souls III has received major improvements, it’s not all sunshine and rainbows. The biggest complaint we have is that it carries over the misplacement of bonfires and shortcuts present in the previous game. Even more so this time, it feels like there’s far too many checkpoints for the player to hit, as opposed to the original games in the series where it was about unlocking various, meaningful shortcuts along with finding hidden paths to easily avoid combat. There are still shortcuts spread throughout, but there are still quite a few questionable choices. For example, in a snow-covered kingdom, players can unlock a “shortcut,” if you want to call it that, which saves maybe five seconds, as opposed to going the standard route where there are no enemy encounters whatsoever to begin with. There’s another in a cathedral where two shortcuts are present, but they’re ill paced. It takes forever to get to the first shortcut but then no time to get to the second. The bonfires are no better; for example, there’s one after defeating a boss and then usually another shortly after when entering the next area. While entering a new location for the first time can be tense, it’s somewhat taken away when you realize just how easy each is when there’s a bonfire around every corner, sometimes right next to the boss room.

Regardless, outside of some mishandled shortcuts and bonfires, Dark Souls III almost feels like a hybrid between Dark Souls and Demon’s Souls. The Firelink Shrine itself has basically been turned into the Nexus hub (or Hunter’s Dream in Bloodborne), allowing the player to traverse the vast world and interact with all of their recruited allies within one spot. Enemies also no longer disappear as they did in Dark Souls II, which was an effort to limit farming and potentially over leveling. Its removal significantly improves the experience as obtaining the desired weapons, armor and upgrade items comes with little to no struggle. The covenants have also been slightly reworked, opening each one up to everyone and switching between them being assigned to a simple equipment option in the menu. This means players will be able to get all of the covenant rewards without having to reset the values at the end. It will also sometimes affects certain friendly NPCs, though, allowing them to be summoned to help face off against a boss, or even turn their blade the other way. It’s a matter of experimenting and listening to the alliances each individual is sided with, although it doesn’t make that big of a difference.

Power Stances have also been removed in favor of a new FP (Focus Points) system. This is more in line with Demon’s Souls in regards to the magic system, but it also adds special attacks, as well. Prior, each spell was given a set amount of usages before it would need to be recharged at a bonfire, but now they’re set back to a dedicated bar that will drain with each use. If you’re not into performing magic, the FP bar is multi-functional, meaning that two-handing specific weapons will allow players to perform special attacks. These are primarily used for charging up a devastating shot, but can also be used to parry others, as well, depending on the weapon. It’s a fascinating system that allows for additional strategy when going into combat, being a risk-reward venture. It’s also even more streamlined than ever before as you’re now able to reallot your Estus Flasks to either heal HP or FP, so choose carefully how a character is played.

Dark Souls III’s story is as ambiguous as it has ever been. There’s little dialogue throughout the thirty hour campaign, and when someone has something to say, it’s usually hidden in riddles. The world itself is very much a sequel to the original Dark Souls, though, as opposed to Dark Souls II which was meant to be hundreds of years (if not more) in the future where all the events and figures became stories of legend. Here, you will come across familiar locations, meet recognizable characters, and even spot monsters once battled, be it they’re still kicking or deceased. There’s just something satisfying about trying to piece together where exactly you are in the world because, while one particular area has stayed the same, the vast majority has changed. It may look like an entirely new area, but there are hints and clues spread throughout the environment that tells a different tale. It’s this careful attention to detail that we love and shows the amount of passion From Software brings to the fiction.

Finally, the side quests feel far more ingrained in the story as opposed to being loosely connected to what is happening in the world. Side stories are still missable if certain parameters aren’t set, causing things to end prematurely, but they’re harder to miss this time around. They will also drastically modify certain events and how they play out, as well. For example, one side quest basically takes an incredibly difficult boss fight and makes it a cake walk, whereas another that is determinate on the character’s gender will alter the ending of the game drastically. There are far fewer side stories to partake in this time around, but the implementation feels more concentrated and properly iterated as opposed to before where they purely offered new items.

Closing Comments:

Dark Souls III is shorter than what we’ve come to expect, but it’s also more consolidated to give players exactly what they’re looking for without any unnecessary fluff. There’s still some mishandled bonfire locations and shortcuts spread throughout the world, but this is still a major step-up in level designs and boss battles. It will bring nostalgia back to a game that isn’t even five years old yet, moving through a world that feels oddly familiar, yet at the same time new and refreshing. For those who haven’t been able to get into Dark Souls in the past, your mind won’t be swayed here as the third installment is mechanically the same with only slight alterations to combat and progression. Fortunately those already tightly entrenched in the series won’t have anything to scoff at. Significantly improved over its predecessor, Dark Souls III will have players immersed in the deep and rich fiction that From Software is known for.

I would rate this game a 9.5/10
Review Showcase
Ignore every single review regarding the first boss. I died a few times trying to out-gun the boss, and I got repeated suggestions to engage in the air and even a video showing that melee attacks will do massive damage. After realizing my own mistakes (instead of blaming the developers) I destroyed the boss in less than a minute. The game literally tells you what to do when you struggle and these trolls are raging in the reviews. Its a FromSoftware game sooooo, git gud?

First off the best part is that the most recent gameplay video on steam shows you how to beat this boss too, but people cry cause they had to learn something. Secondly, there are people complaining about not being able to reload but the game tells you..."GO TO TRAINING MODE AND LEARN, WE WILL EVEN GIVE YOU PARTS IF YOU DO"...where it explains all the mechanics of the game that people are complaining about. YES you can reload, its a double press on KBM. Stop blaming the devs when you are just ignorant.

The game is very forgiving, despite people saying otherwise. You get checkpoints before bosses, as well as hp/ammo refills on longer missions leading to bosses, as well as ability to change your build and re-attempt the boss without replaying the mission. (And a reason to buy many different parts so you have options to switch to. Just replay some missions here and there to get some extra credits). No massive setbacks like forcing players to take losses on failing a mission or restricting access to funds in a playthrough (you can repeat missions or arena as much as you want for the funds you need at any time). While a skilled player that already knows the bosses can win any mission in any mech with skill, there are absolutely counters in the game that matter much more than previous titles, as the bosses are much more unique and varied. Don't give up on bosses. If you are having trouble try changing your weapons and build.

(The game is optimized and runs like butter on a standard system not a drop below 60fps on high settings 1080p. Haven't encountered any issues like frame drop in hangar or crashes or anything of that matter.)

These devs just absolutely nailed the game feel. In the AC, you feel weighty but also very nimble and dangerous, and all your weapons feel like they have impact. When YOU get hit, you feel impacted. It's important for a game like this for hits to be able to be felt and registered because you're dealing with such large health pools it would be easy for things to feel spongy and sterile.

I'm happy that the controls on mouse and keyboard feel good also. I was worried that the lock system would degrade the importance of actually aiming, but my experience so far has been that the "lockon" system is balanced in so far as lining up shots with it is highly contingent on your movement relative to the enemy's. So if you're standing still and they're moving, you're going to miss pretty much every shot as the system doesn't lead for you. Pretty cool. Moving the camera around with the mouse feels responsive. I'm interested in trying the free aim OS upgrade later. Hopefully multiplayer takes off.

Great game It genuinely feels like FromSoft is going back to its root, when they were a smaller studio doing their own thing, rather than cranking souls game for nearly 15 years. I've actually played some of the AC games a while back, and have quite a few fond memories of them, and it's so badass FromSoftware brought this franchise back from the dead.

The decal and emblem system is expanded from previous titles, now with more freedom than ever, even with new abilities like using layer masks, and you can easily upload and share/download other emblems and decals with share codes.

I would be LYING if They could've had more specific types of parts available, weapon arms, extensions, add-on boosters, ammo boost back parts and so on. The amount of parts available in AC6 is fairly impressive as well as the insane detail with them, and if FromSoft builds upon this game with a DLC or sequel in the same vein as AC4 to ACFA. This is the start of a VERY interesting generation of AC. Also the addition of texturing and weathering is an extremely important improvement, as prior your mech either looked pristine or in the case of ACV like it fell out of a scrap-pile.

For people (as i like to call them the sheeps of gaming) who are more attuned to the usual stale, big, massive open-world, generic ass game of the modern day, this is probably going to irritate them. It's nothing like Dark souls, nothing like Elden Ring, and certainly nothing like what most people who usually play western games like. But that's 100% okay.

FromSoftware gives us a full game with no micro transactions and then charges us only $60, instead of the usual absurd $70 or even $80... Another job well done. I really hope this game pops off and people enjoy it, and try something different instead of the souls formula, it feels like a breath of fresh air, honestly.

I rate this game a 10/10, now wake the ♥♥♥♥ up Merc you got a Rubicon to set a flame!
Recent Activity
7,986 hrs on record
last played on 30 Apr
1,176 hrs on record
last played on 28 Apr
385 hrs on record
last played on 25 Apr
Mögen 6 Aug, 2024 @ 3:56am 
True yogurt male.
zema 25 May, 2024 @ 10:37am 
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Beemo 25 May, 2024 @ 10:37am 
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Swifty5471 3 May, 2024 @ 10:42am 
7500 hours? 😭 You've spent almost a year playing destiny..
BULLEE10 6 Apr, 2024 @ 6:31pm 
+rep Allahu Akbar supporter
Dreams devil 21 Mar, 2024 @ 8:06am 
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