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Eminem, 51, revealed his daughter Hailie Jade, 28, is pregnant in his new music video…
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Eminem, 51, revealed his daughter Hailie Jade, 28, is pregnant in his new music video…
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EAST GREENBUSH, N.Y. (NEWS10) — Many local communities will be pausing to honor fallen heroes in Memorial Day observances, reflecting on those who gave their lives in service to our country. In East Greenbush, the recent loss of one of their own in a helicopter crash on the Texas-Mexico border is still very raw. NEWS 10 has an exclusive look at how Casey Frankoski’s life of service in the National Guard will be recognized in the Memorial Day parade, Saturday.
“This is a picture that was chosen by Casey’s mom and dad John and Jill. I think it’s absolutely beautiful and she’s so proud,” said Mickey Jenkins.
Family friends of the Frankoskis, Mickey and Frank Jenkins came up with the idea for the float to honor fallen veterans and Casey is seen right at the front of it. “We had this all planned prior to what happened with Casey and when God forbid that happened it was like we need to do something a little extra,” said Frank Jenkins.
Casey’s grandpa Ray will be riding in the truck pulling the float. Mickey says many people came together to make this a reality. “It took a lot of creative minds, everybody kept ordering supplies from different places. As you saw before, my husband drew a map,” said Jenkins.
“We were in our normal meeting. We were just tossing around ideas. While everybody was talking, I was listening to the ideas and started drawing what my idea was. And it’s really a combination of everybody’s, what we thought we could do and what we thought would look nice,” said her husband Frank.
The float was originally designed to carry the Hero Banners honoring local members of the military. “We started this because we created the banner program for the town of East Greenbush and during this, everything with Casey, John and Chris happened, and we wanted to continue because Jill just kept saying please don’t forget Casey,” said Mickey. “Casey is a force. She’ll never be forgotten!”
Casey’s banner now hangs with dozens of others along routes 9, 20 and 4 in East Greenbush. The banner program just started, and it’s already grown. “I wanted it to really scream hero you know I didn’t want something that just kind of like fades into the background, I wanted the heroes themselves to be the center of attention when you drive down the street, I want you to know how much we appreciate them and what they did for us,” said banner designer Taylor Tibbetts.
Town Board Member Edward Nestler pitching in his part for the float, sharing a special message as we begin the somber holiday weekend. “Memorial Day is not about a veteran it’s about the ones that didn’t make it back or the ones that have passed on so we thought this float especially with Casey being one of our most recent ones to fall would be a great honor to have her on there,” said Nestler.
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James De La Fuente
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The Texas Chain Saw Massacre asymmetrical survival horror game is cleverly mapped out and atmospheric, but it isn’t scary. That’s too bad, because down to the birdsongs lilting in the game’s terracotta vision of Texas (as developer Gun CEO Wes Keltner told me earlier this summer), Texas is a faithful interpretation of the 1974 movie. It’s an admirable living shrine to one of cinema’s most indelible horror classics, though in dedicating itself so wholly to its source material, Texas loses out on being an engaging game.
It at least tries to distinguish itself in its story, which acts as a sort of prequel to the slasher series.
“April, 1973. Tragedy and despair have struck Central Texas,” scrolling burnt gold text informs you as you load up the game, just as rolling gold text establishes the premise of Texas the movie. “A young college student named Maria Flores has seemingly vanished […] But any grief or sadness caused by Maria’s disappearance would pale in comparison to the agony and despair [her friends’ search party] would soon discover.”
In my, approximately, one hour of playtime (many more hours were spent uselessly refreshing Quick Match the week before the game officially came out on August 18—there are no bot games, and it was difficult to fill 3v4 matches with only reviewers) this story is barely relevant.
You can enter it in two ways, either by playing one of four Victims (there are five total character options) or one of three cannibalistic Family members (with another five options to pick from). Each character comes with their own unique qualities, defensive, and offensive abilities. From the Victims, I liked Donny Osmond-looking-ass Leland’s full head of hair and brute strength, and from the Family, I appreciated Sissy’s capacity to craft and unleash herbal poisons on her victims, a more delicate way to kill compared to franchise villain Leatherface’s showy skin mask and snarling chainsaw.
When Victims encounter each other in-game, or Family members come across Victims, they automatically issue dialogue that uncovers more narrative. By accidentally running into players in the black, clammy basements where every match starts, I learned which characters were dating, and how little they knew about their bleak situation. Victims also somewhat didactically speak to themselves, surmising that “this looks promising” and that “dang it, gotta pay more attention,” when they bump into a wall.
But, with an average match lasting around five minutes, I never felt like there was enough time to care about the underlayers of what was happening. Match time would undoubtedly improve by all players having more intimate knowledge of each of the game’s three maps (all replicas of the movie set) to allow for more effective strategizing, but since Texas only offers an hour’s worth of dry video clips as a tutorial, it’s impossible to meaningfully familiarize yourself with gameplay before actually engaging with it.
So, in five minutes, you’re stuck with the simplest of the game’s premises. Victims are responsible for getting the hell out of the Slaughter Family’s homestead, and Family members need to slaughter.
While, from their power position, Family members don’t need to worry too much about quicktime-adjacent minigames (though, completing one is required for revving up Leatherface’s twin flame chainsaw), these events determine almost every action for Victims aside from running and hitting.
Like, to squirm off the meat hook—an obstacle that, by the way, permanently wounds Victims; no amount of healing liquid you gulp will reverse your deteriorating state, though it’ll stave off blood trails from forming behind you like a weird snail—you slowly press a button on your keyboard or controller until a half-circle meter is filled.
It’s the same thing for acquiring tools from locked boxes, or prying crawl spaces open. You have to fill the meter patiently, or else the object you’re interacting with will make too much noise, indicated by frantic red lightning bolts that form around it. Noise potentially alerts Family members to your location (obviously), but it also calls the Family’s withered Grandpa out of his eternal sleep.
When he’s awake, and especially when Family members coax copious amounts of animal and Victim blood down his throat to fortify him, Grandpa acts as a Family buff by highlighting victim locations and unlocking additional abilities. Victims can temporarily incapacitate him with salvaged bone scrap to knock him down a peg, though.
Particularly tactical multiplayer fans will no doubt appreciate all of Texas’ moving parts, but as an enthusiast of the Texas movie’s nauseating, skin-breaking, inexplicable terror, I’m underwhelmed. While all of the game’s 1974 facsimiles were exciting the first time I saw them, after a dozen games, the premise feels too narrow. I’ve seen recumbent carcasses around the Family’s property too frequently for them to shock me, and I’ve heard Leatherface, a mandatory character for a match, let his weapon roar too many times to be phased by the sound.
The genre-defining movie works, in part, because it’s self-contained—it doesn’t set up expectations of generativity like an online game does—but also because its story, violence for the sake of generational violence, is fucking scary. It’s visceral; you can understand it, though you may not want to. Texas the game seems caught between embracing its own unsettling narrative and worshiping the movie from far away, keeping its reproduction pristine through brief, predictable gameplay.
That doesn’t work for me. Texas Chain Saw isn’t a movie I value for the quality of its characters or its set pieces, necessarily, but for its willingness to carve open greed and selfishness and leave it on the table like chicken liver.
It’s hard to make that happen in a crossplay-compatible multiplayer when some Xbox username like xFartSupreme1989 pops into voice chat and interrupts your melancholy. Though the game can still be tense and surprisingly beautiful—I played it on PC and PS5 and enjoyed observing marmalade-colored sunsets from both, then gasped when I noticed a Family member watching me, too.
I’m only hoping that future added content and skilled players will help Texas become, as macabre as this is, a bit more fun. Dying and reviving under a searing, neon sun is a rare opportunity; from the safety of my console, I’d like to enjoy it.
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Ashley Bardhan
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