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Jacinto Dieujuste

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Aug 2, 2024, 11:50:11 PM8/2/24
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I know most people, myself included, went to see Tenet in a theater expecting the action blockbuster of the year. Yes, this is perhaps what we saw, but was it also a love story? After seeing Tenet, all I wanted to do was read about and talk about Tenet; so naturally, I was on Twitter the moment I returned home looking up theories, opinions and more. What I did not expect to find was fan art and fan fiction about the characters portrayed by John David Washington and Robert Pattinson.

If you have yet to see Tenet, I would skip this for now and come back after seeing the movie. Massive spoilers ahead would be an understatement. For everyone still moving forward, please bear with me as I have only seen the film once. I wish I could check Tenet out again, but unfortunately theaters are not open in my area yet. Onwards we go, to cracking down the important topic, is Tenet actually a love story?

Ninth Street itself was part of farmland owned by the Rigsbee family, whose land now holds Hillsborough Road, Carolina Avenue, 15th Street, and most of Duke West Campus. In 1892, the Duke family bought that land from the Rigsbees to build a cotton mill to diversify their investments in tobacco and expand into other industries, like textile.

The long red-brick building on Ninth Street was the first of eight Erwin Mills that the Duke family owned in the Southeast. I and many Duke students live in the first. Parizade and Local 22, both restaurants, and the 10-story Erwin Square Tower replaced the fourth, which was larger.

Campbell and Valentine invited provocative authors to speak at their store, including feminist novelist Margaret Atwood, Black historian John Hope Franklin, and former Vice President Al Gore during his book tour for Earth in the Balance.

Shortly after the 1979 Greensboro Massacre, when the Ku Klux Klan and American Nazi Party killed four members of the Communist Workers Party, members dropped off copies of their newspaper on a rack at The Regulator where locals could share flyers and free information, Campbell said.

A piece of Durham history occurred in Vaguely Reminiscent. In preparation for the first official Durham pride parade in 1986, queer and progressive organizers asked then-Mayor Wib Gulley to make an anti-discrimination proclamation to protect them. Gulley did them one better and created an anti-discrimination week.

Anderson mobilized volunteers to visit the same places that the recall campaign was collecting signatures to tell community members why they should not sign the petition. They met on the back porch of Vaguely Reminiscent to collect the tables, chairs and informational materials they needed, Anderson said.

The plan mandated a two-story limit on much of the east side of the street, an even split of three- and four-story buildings on the west side, and banned drive-through windows (The Wells Fargo drive-through was built before the plan.)

Municipalities considering mandating inclusionary zoning worry that the Republican-held General Assembly would not only respond by suing the city, Schelp said, but also ban the affordable-housing strategy altogether.

The gentrification plaguing Durham today is the inverse of 20th-century white flight, when white people moved in large numbers out of racially-mixed urban areas for the suburbs, taking wealth and jobs with them.

Affluent whites are now moving to the city, displacing long-time Black residents who cannot compete financially for a number of reasons. For one, mortgage applications for Black residents here are less likely to get approved than applications for white residents.

So Ninth Street will change; the question is for whom? While some see rampant commercial growth (has anyone given Capital One a call?), others envision a compact and financially accessible community for all.

I also spent countless hours in The Regulator, particularly when I was desperate to escape the toxic demands of campus life. And if only you could meet all the wonderfully strange people I met here as well.

Even though I may just be another Duke student cruising through, the impact that Durham has on me and the thousands of students who wander onto Ninth Street for the first time every year far outlasts our time here.

Growing up, I was the kind of kid who named the family car. The first set of wheels I remember my parents driving was a 1996 Renault Megane, that I affectionately called Flapjack. I don't know why I named it after a baked treat, but I do recall how safe I felt inside. On long drives it felt like a cozy shelter that would take me to new and exciting places, and while it was just a car, the early memories it gave me made it feel like an extension of the family. I haven't thought about that old blue Renault for a long time, but it's suddenly on my mind as the development team at Ironwood Studios guides us through Pacific Drive.

As a run-based survival driving game, Pacific Drive puts you behind the wheel of a station wagon that becomes your only companion in the surreal, mysterious and, crucially, dangerous Olympic Exclusion Zone. Survival is hinged on protecting your car, leveraging the symbiotic relationship between you and your vehicle.

"The original idea definitely came from a place of my personal history," says creative director Alex Dracott. "I grew up in Oregon in Portland, and I drove around a lot in old station wagons. It was something I did back then and I actually decided I wanted to start doing again while I was out exploring; I've got a personal hobby of going out to old abandoned places around the area. I ended up buying an old Buick LeSabre station wagon that looks very similar to this one [in Pacific Drive]. While I was out driving around in this old station wagon, I just started thinking more and more about the feeling of the space and how it is strange and it is unique, and thinking about game ideas where that could be combined with interesting systems."

Set in a reimagining of the Pacific Northwest, the preview begins part-way into the game's story where a "strange incident" has left us stranded on the far side of the zone. In an abandoned garage that serves as your home base, you find the station wagon. As Dracott teases, not everything is as it seems, and there are a lot of questions surrounding where this car came from and "what makes it special" that will drive you (pun intended) to keep exploring the Olympic Exclusion Zone. Ironwood doesn't go into too much detail about the story beyond setting the scene, but the team does reveal there are audio and text-based pieces of narrative lore that you can find as you venture to different locations that will also help flesh out the world, which only intrigues me further. Each run is randomized, and after each successful bout, you unlock more junctions on the map that allow you to access more locations.

At one stage, a robot-like anomaly that the team refers to as an 'Abductor' uses a device to pinch the car door. You can leave the vehicle at any point, which is necessary to check the station wagon's condition and keep it in shape, or in this case, to retrieve the car door. The state of the vehicle, as lead designer Seth Rosen explains, is a key indicator of how well your run is going, and again feeds into the symbiotic relationship you share; ultimately, if you look after your car, it will look after you.

"A lot of the HUD is built diegetically into the car's dashboard," Rosen says. "And that was an affirmative and deliberate choice we made because we want the relationship you develop with your car to be really a primary factor of what this game experience is. So to help accomplish that, we're putting most of the crucial information about the state of your run in the car itself. Obviously the player has their own health bar and HUD around what tools you've got equipped and stuff like that, but the car's health is generally a better indicator of how your run is going than your own health. Because as long as the car is repaired enough and in good enough shape, it will protect you from all of the different elemental hazards and dangers the zone offers."

One of the aspects I love about Pacific Drive is the amount of customization it offers up to make your station wagon truly your own. Back at the garage, where you can repair your vehicle after a run, you can also spend time giving it a fresh look or adding enhancements. With options to change up the panels, give it a new paint job, add decals, and place various attachments on just about any part of the car, you can even swap out the steering wheel and bobblehead to add a personal touch to your trusty set of wheels.

"That relationship with the car has been an interesting thing for us over the course of development where initially we were going to plan out the game to have relatively scripted moments of effectively character building for the car in the same way maybe you would in a very traditional linear single-player game," Dracott says. "But what we found in development was that the kind of memories and the kind of stories that people were having with their car were often procedural and just happening on their own accord. Where it's like, 'Hey, I forgot to put my car in park when I was getting out to get resources, and it rolled downhill and I was chasing after it while an anomaly was chasing after me and a storm came in.'"

"Those ended up being the really strong bonding moments that people were having with their car and since that's such an important relationship for us, that's what we've doubled down on with a lot of our anomaly design and generally how we think about how something can contribute to the game experience."

I started out writing for the games section of a student-run website as an undergrad, and continued to write about games in my free time during retail and temp jobs for a number of years. Eventually, I earned an MA in magazine journalism at Cardiff University, and soon after got my first official role in the industry as a content editor for Stuff magazine. After writing about all things tech and games-related, I then did a brief stint as a freelancer before I landed my role as a staff writer here at GamesRadar+. Now I get to write features, previews, and reviews, and when I'm not doing that, you can usually find me lost in any one of the Dragon Age or Mass Effect games, tucking into another delightful indie, or drinking far too much tea for my own good. "}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Heather WaldSocial Links NavigationSenior staff writerI started out writing for the games section of a student-run website as an undergrad, and continued to write about games in my free time during retail and temp jobs for a number of years. Eventually, I earned an MA in magazine journalism at Cardiff University, and soon after got my first official role in the industry as a content editor for Stuff magazine. After writing about all things tech and games-related, I then did a brief stint as a freelancer before I landed my role as a staff writer here at GamesRadar+. Now I get to write features, previews, and reviews, and when I'm not doing that, you can usually find me lost in any one of the Dragon Age or Mass Effect games, tucking into another delightful indie, or drinking far too much tea for my own good.

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