Mario & Luigi: Superstar Saga – Review

https://archive.rpgamer.com/games/mario/mario3/reviews/mario3strev2.html

Ever since Nintendo teamed up with Square back in the waning days of the SNES, a slow procession of RPGs featuring that wacky plumber Mario has been trickling forth. While Square departed after the first of these titles, they have nevertheless been some of the most entertaining action RPGs for the systems they appear on, and Mario & Luigi: Superstar Saga certainly goes a long way towards continuing this trend. Developer AlphaDream, late of such unknown wonders as Tomato Kingdom, has succeeded admirably under the guidance of Nintendo and has created a game that manages to contain both the feel of previous Mario RPG titles and games from the Super Mario Bros. series. With colorful, if slightly pastel artwork, a cheerful soundtrack and a madcap storyline that is superbly translated, Superstar Saga contains that most difficult of elements to achieve: good, consistent gameplay.

As gamers well know, the Mushroom Kingdom is about on par with South America in terms of kidnapping rates. Superstar Saga, however, opens with a different sort of hoodwinking: a hitherto untroublesome evil witch named Cackletta swoops her way into Princess Peach’s castle and steals, of all things, Peach’s voice. This renders the princess not voiceless, but something much worse; when Bowser arrives for his requisite kidnapping, he has second thoughts upon being bombarded with an “explosive” verbal barrage.

Enter Mario (and a little later, Luigi). After minimal exhortation from the tearful minister Toadsworth, the duo are off to the Bean Kingdom, where Cackletta is lying in wait for some reason, apparently preferring dramatically staged misdemeanours to the more prosaic sort. The border crossing is where the game really gets going, and, appropriately enough, things start out with a minigame. Perhaps one of the strongest parts of Superstar Saga is the nearly seamless integration of minigames into the gameplay. Much of the non-combat screen time in the game is spent performing various feats of trickery, and minigames follow naturally from there. So too do the battles, which are conducted in a traditional RPG setting. What sets Mario & Luigi in a league of its own is how difficult it makes determining where action RPG leaves off and traditional begins. Fights can quite easily cost players no damage at all, because characters have the ability to dodge, deflect, or return nearly every attack in the game, all based upon the hand-eye co-ordination which isn’t generally required in traditional RPG battle systems.

Players can also deal damage or suffer setbacks before a fight even starts, depending upon how they deal with enemies on the map screen. Monsters show up much the same as in the Chrono series, and jumping on them deals damage, while a poorly timed jump will result in a painfully bad landing. In addition to regular Jump attacks, Mario and Luigi also pick up Hammer and Hand attacks throughout the course of the game, both of which can be upgraded. Character stats are broken into five categories, and every time a character levels up, it is possible to provide a stat boost to one area, and so players can create defensive tanks, offensive powerhouses, or even the most charismatic moustache the Bean Kingdom has ever seen.

Now, this summary pretty much describes either of the game’s predecessors, and no sequel would be complete without some new tweaks for players to test-drive. The hook here comes in the form of Bros. Attacks, effectively the magic of Superstar Saga. Consuming BP( Bros. points), they combine the brothers’ attacks into synergistic fury, and if timed properly deliver a much bigger punch than conventional attacks. Bros. Attacks also come with three different difficulty settings, and so novice players can be aided by slow motion which, though it is more costly, offers an added advantage of security. It is, in the end, much better to get the timing down, because repeated use of Bros. Attacks can lead to Advance moves which are even more powerful. These involve a different sequence of buttons than the regular Bros. Attacks, but when executed properly are the most powerful attacks in the game.

In all, Superstar Saga has taken a pretty innovative and decent system and made it even better. The level of involvement required of players is much higher than that in most RPGs, and ensures that boredom will seldom threaten the festivities. This is in part because players will not spend a great deal of time flipping through eighteen screens of inventory. The menu system in Superstar Saga is a streamlined affair, and items can be equipped when they are purchased. This does mean that aside from special items, there is no equipment to seek out, but this will not end up being much of an issue for anyone but the most hardcore lover of treasure chests. As for the rest of the game, gameplay is perfectly integrated with the battle system; just as is the case with fighting, characters can make use of tactics that combine hammers, jumping, and hand techniques in order to clear the game’s many obstacles. The same philosophy is put into place in the minigames, which generally require a certain degree of teamwork in order to guarantee success.

Yoko Shimomura, with a little guidance from Koji Kondo, provides the game’s soundtrack, and while there are a few good tracks, there is a slight tendency to overuse the classic Super Mario Bros. theme. This is not to say that the rest of the music is trash or anything, but aside from the battle theme and another track or two, there has not been a great deal of creativity exercised. That said, the musical shortcomings of the game are more than made up for by the quality of the sound. Nintendo, perhaps shamelessly if the title screen is any indication, had the Game Boy Player in mind when making this title, and as a result the sound quality is perhaps the best yet to make an appearance on the Game Boy Advance. While a number of sound effects are NES throwbacks, which is probably deliberate, there are also a wealth of newer sounds. This includes a few voice samples, and each of the instrumental voices used in the game’s tracks are of considerably higher quality than those found in many other GBA titles. Though the musical quality of the soundtrack leaves a little to be desired, the overall quality of the sound is among the best on the handheld.

Graphically, more work would have been beneficial too. Once again, this is not to say that Mario & Luigi looked bad, because it doesn’t. Rather, it is the stylistic tendencies of AlphaDream that don’t quite jive with the usual look of Mario titles. Traditionally, Mario games have appeared in cheerful, bright colours, with the possible exception of Yoshi’s Island, which leaned in the direction of pastel. Superstar Saga is suspect in this regard; while many areas feature pleasant colour schemes, there are a few that are reminiscent of AlphaDream’s previous offering, the very eastery Tomato Kingdom. This is a minor quibble, admittedly; the game’s artistic style perfectly complements its hilarious story and generally fanciful setting. Even so, there is a definite pastel influence that does detract slightly from the overall presentational quality of the game, and the level of sprite detail is much lower than it could be.

After the dozens of Mario titles that have issued forth from Nintendo’s maw, it is difficult to expect too much in the way of originality. It is therefore a testament to the creative power of Shigeru Miyamoto, et al. that new Mario games can continually enrich and expand the universe of the series. Besides all the tasty bean-based additions, there are also a few more monsters that wouldn’t look out of place in the Mushroom Kingdom. The wealth of minigames and some of the ingenious block and jumping puzzles found in the game are also elements that it is nearly impossible to think the series could have done without; particularly, the rally blocks and the tipping scale games, though very simple in concept, are evidence of the hard work that went into making this title as fresh as it is.

Nonetheless, it is difficult to continually come up with new and exciting stories for heroes who have, after all, been around for nearly twenty years. Superstar Saga features a cohesive, if slightly silly, plot. Its biggest problem stems from the fact that the resolutions to problems tend to fall out of the sky (literally, in some cases). There is also a certain degree of repetition, and some of the events that transpire are just a little too unbelievable, even for a game as obviously dedicated to levity as this title is. Ultimately, gameplay manages to remain interesting over the fifteen to twenty-five hours it takes for events to run their course, and all of the game’s characters are endearing, if a tad shallow.

Of particular note is the big baddie’s evil sidekick, a fountain of wisdom known as Fawful. If anything in Superstar Saga has the power to floor with sheer funniness, it is Fawful’s dialect, which hovers somewhere between Yoda and Apu. Seldom is a character in an RPG truly funny, but some of the lines Fawful comes up with are just so hilariously constructed that it’s very difficult not to laugh. This tight scripting would not have been possible without an outstanding localization team, and Nintendo truly went all out in this regard. Not only did the company hire top-notch translators to pore over the English version, it also hired teams to make the transition into a number of languages for European release, hopefully ensuring that every gamer will get the chance to experience this game as it should be: fluently and without error.

As good a game as Superstar Saga is, though, it doesn’t really offer much more than the average game in terms of replay. Certainly, there are a number of very engaging minigames, and as the title does not take a great deal of time to complete, there is a certain attraction to a quick playthrough. When the dust settles, though, there is only one ending, and once acquired, most of the game’s techniques are very difficult to unlearn. There is also a fairly low degree of challenge; while moves take some time to learn, they are not overly difficult to master, and most players will have little trouble doing so. Still, anyone who loves Nintendo titles will probably be lured into repeat playthroughs, simply because the game is so much fun to play.

That, in the end, is probably the most important thing that can be said of Superstar Saga. While it does not feature the best graphics or music in the world, it is fun to play. While not terribly original or masterfully scripted, it is fun to play. Despite lacking difficulty and length, it is a lot of fun to play, and that is one thing for which Nintendo’s first and second-party titles can usually be counted upon. Perhaps that is why it is, more often than not, a safe bet to purchase a title put out by the Big N: a track record of consistently enjoyable games, which Mario & Luigi: Superstar Saga can now count itself one of.

Roman Monuments, Cathedral of St Peter and Church of Our Lady in Trier

http://whc.unesco.org/en/list/367

Trier, which stands on the Moselle River, was a Roman colony from the 1st century AD and then a great trading centre beginning in the next century. It became one of the capitals of the Tetrarchy at the end of the 3rd century, when it was known as the ‘second Rome’. The number and quality of the surviving monuments are an outstanding testimony to Roman civilization.

Brief synthesis

Trier, which is located on the Moselle river in the West of Germany, was a Roman colony from the 1st century A.D. and then a great trading centre in the beginning of the next century. It became one of the capitals of the Tetrarchy at the end of the 3rd century, when it was known as the ‘second Rome’. The number and quality of the surviving monuments are an outstanding testimony to Roman civilization.

There is no place north of the Alps where so many important Roman buildings and such a concentration of traces of Roman settlement have been preserved as in Trier, the “Rome of the North”. In late classical times, Trier was one of the largest cities in the Roman Empire; it was the seat of the prefects of Gaul, Germania, Britannia and Hispania and after the imperial reforms of the Emperor Diocletian was the seat of the vice-emperor (Caesar) of the Western Empire.

While the structures built during the first and second centuries (the Moselle Bridge, the Barbara Baths, the Porta Nigra and the lgel Column) illustrate the richness of the commercial city, from which the garrison towns and fortresses on the Rhine were supplied, the monumental buildings from the reign of Constantine (Imperial Baths, Aula Palatina, Cathedral) are a visible expression of the immensity of imperial power and the claim to world domination made from the West of the Empire for the last time before the eclipse of the classical era (this claim was taken over in the East by the new capital of the Empire, Constantinople, which thereby superseded Trier as well as Rome).

Of the buildings preserved from classical times, at least two of those described above are unparalleled. The Porta Nigra, with its state of preservation and its architectural layout (the combination of a fortification with the features of palace architecture) is a unique construction that is unlike any of the other preserved Roman city gates. Its development during the Middle Ages into a (likewise very unusual) double church also makes it a symbol of Western history. The monumental brick structure of the Basilica, with its lapidary form and the vast dimensions of its interior (the largest known interior from classical times) was the embodiment of the seat (sedes imperii) and the power of the Roman Empire.

One of the oldest church buildings in the Western world, the Cathedral has been a witness to the Christian faith since Constantine made Christianity a tolerated and supported religion in his Empire. Its architectural design unites elements of all the periods of classical, medieval and modern times, but has always been marked by the monumental concept that lies at its origins. The series of archbishops’ tombs covers with few interruptions the entire period from the 12th to the late 18th century. The Romanesque parclose, the renaissance pulpit and some of the Baroque marble altars belong to the major works of sculpture of their respective periods.

The Church of Our Lady is the earliest church built in French High Gothic style outside France. Its purity of style (it was completed in only 30 years) and the undeviating implementation of the architect’s plan for a basilica-shaped graduated central area, for which there were partial models, though no entire prototype, in France probably make it the most perfect example of the centralized construction concept in Gothic style.$

Criterion (i): The Porta Nigra, which is an enormous fortified gate built of large stones, flanked by two semi-circular four-storey towers, is a unique achievement of 2nd century Roman architecture. The remains of the choir and the cloister of the two-level church built within its walls by Archbishop Poppo between 1034 and 1042 further enhance the monument.

Criterion (iii): Trier bears exceptional testimony to Roman civilisation due to the density and the quality of the monuments preserved: the bridge, the remains of the fortified wall, thermae, amphitheatre, storehouses etc. Funeral art, as demonstrated by the nomination of the Igel Column, and the craftsmanship of potters, glassworkers and minters flourished particularly.

Criterion (iv): Trier, along with Istanbul, is the example of a large Roman capital after the division of the Empire. The remains of the imperial palace, in addition to the Aula Palatina and the imperial thermae (the largest of the Roman Empire after those of Diocletian and Caracalla in Rome) are impressive in their enormity. Under the north basilica (now the Cathedral), the decoration of a painted ceiling, where members of the imperial family (most probably Helena and Fausta) appear to be identifiable, also bears testimony to the Aulic character of the architecture.

Criterion (vi): Trier is directly and tangibly associated with one of the major events of human history, Constantine’s march against Maxence in 312, which was a prelude to the Edict of Milan (313) and which meant the recognition of Christianity.

Integrity

The layout of the city still corresponds to its 2nd century configuration, with the major thoroughfares of the cardo (Simeonstrasse) and the decumanus (Kaiserstrasse). The components of the World Heritage property are partly well-preserved ruins (Barbara Baths, Imperial Baths, Amphitheatre), monuments that regained their Roman appearance in the 19th century by deletion of later additions (Porta Nigra) or reconstruction (Basilica) or incorporate Roman structures (Moselle Bridge, Cathedral). The Igel Column survived unaltered, the Church of Our Lady replaced the south church of the Constantine Cathedral complex in the 13th century. By their layout and dimension, all Roman buildings furnish evidence of importance of the former capital of the Western Empire to this day. All components are treasured main historic monuments.

Authenticity

The efforts concerning the protection and preservation of the Roman monuments in Trier started at the beginning of the 19th century; they are closely connected with the development of monument protection in Prussia. Hence, these monuments are not only authentic documents of the Roman period, but also significant examples of the history of monument preservation in Germany. In World War II, only the Basilica and the Church of Our Lady were damaged by fire and bombs; they were carefully restored between 1954-1956 and 1946-1949 respectively.

Protection and management requirements

The laws and regulations of the Federal Republic of Germany and the State of Rhineland-Palatinate guarantee the consistent protection of the Roman Monuments, Cathedral of St Peter and Church of Our Lady in Trier. They are listed monuments according to the Rhineland-Palatinate Monument Protection Act. Once finalised and approved, a buffer zone will exist for the property.

Conservation and construction issues are dealt with and managed in close cooperation between the owners (Federal State of Rhineland-Palatinate, City of Trier, Diocese of Trier), the responsible conservation authorities and building administrations, the Ministry for Science and Culture and the Trier-Commission, which was founded in 1926. The memorandum “Save the archaeological heritage of Trier” guides the conservation measures undertaken by the owners of the properties. It is presented by an advisory board, the Trier-Commission, which is continuously monitoring the Roman monuments. A Management Plan will be put up in the near future and will consist of a set of maintenance and conservation measures to ensure the further protection of the property, the sustainable use and the interpretation to the public.

During the Great Depression, Al Capone created one of the first “Soup Kitchens” for the unemployed

https://www.thevintagenews.com/2016/10/26/during-the-great-depression-al-capone-created-one-of-the-first-soup-kitchens-for-the-unemployed/

Crime boss, gangster, and lawbreaker are the most common words used to describe Al Capone, one of the most notorious men of the 20th century.

He was born in Brooklyn to poor Italian immigrants and joined a street gang at a young age after he was expelled from school for punching a female teacher. Capone might have had a brighter future had he continued his education, but instead, he became America’s biggest crime boss.

However, most people haven’t heard of the charitable support that Capone offered during a hard period for many Americans. In the 1930s, the Great Depression left a lot of citizens hungry and unemployed. Although he was a criminal to many, Capone was also respected community leader for a lot of people due to his charity. Some say that he did more for the citizens of Chicago, Illinois than the state itself did.

Al Capone’s Soup Kitchen, situated on what is now a parking lot on the corner of 9th and State St, served over 120,000 meals to hungry people. The free soup kitchen kept regular working hours, serving breakfast, lunch, and dinner and fed thousands every day despite only having a few employees.

The kitchen, which was demolished 20 years after the Depression, was a place that provided warm meals for unemployed people thanks to Capone. Besides his charity, Capone was also known for sending expensive flowers to rival gang member’s funerals, and for his generosity to strangers and Italian immigrants.

Condemned as an effort to make up for his past, Capone’s charity actually provided a much-needed counterbalance to his bad reputation. Most people don’t really see him as a bad person, anyway. Even the illegal fortune he made smuggling alcohol was seen as an act of bravery, considering the harsh restrictions of prohibition at the time.

While part of the Five Point Gang, Capone was involved in organized criminal activities such as brothels and massacres. He was known as Scarface, the co-founder of the Chicago Outfit. After organizing and ordering the Saint Valentine’s Day Massacre in Chicago, the modern Robin Hood (as many liked to call him) became “Public Enemy No. 1.”

After seven years as a crime boss, he was convicted of tax fraud at the age of 33 and given a sentence of 11 years in prison. Capone became one of the earliest prisoners at Alcatraz in San Francisco. However, his calm temperament convinced the government that he wasn’t a troublemaker and that he could be transported to another facility.

While serving his sentence in Alcatraz, Capone was diagnosed with syphilis dementia. As his health deteriorated, he was sent to the low-security Federal Correctional Institution at Terminal Island near Los Angeles to serve the end of his sentence. He was released from prison in 1939.

One year before his death, Capone’s psychiatrist concluded that he had the mentality of a 12-year-old child. He spent his last years at his mansion in Palm Islands, Florida, where he died from fatal cardiac arrest after suffering a stroke in 1947.

Capone left a long-lasting legacy behind. Visitors from all over the world still visit Chicago and drive by Capone’s old house or visit his grave.

Although he was known for his cruel way of dealing with enemies, Capone was a man who would walk among people, offering a handshake and an encouraging smile.

He was always there to help the desperate, offering them jobs and warm meals, and never expecting anything in return.

Retro Review – Metal Gear Solid (1998)

https://www.cclonline.com/article/1446/Review/cclonline/Retro-Review-Metal-Gear-Solid-1998-/

As part of a new feature, I’m taking a look at some older games as well. I thought it might be interesting to look at games that came out at this time several years ago, so to start with I’ll be looking at games released 10, 15, 20 or 25 years ago. I’ll mostly not be going for anything older, as I’m not old enough to have played them at the time so they have little real affinity to me. I won’t rule it out though, as there are of course some gems from back then. I’ll also not be looking at anything more recent, as games from 5 years ago are still from this current generation and much more likely to be remembered and indeed still being played by people. I’m open to requests for future reviews within the year ranges from whichever month I’m writing in so feel free to let me know in the comments.

I’m also going to make an effort to not just pick the most obvious and popular games, but the timing on this one just wouldn’t let me skip it! These will also generally be a bit shorter than modern game reviews, but I couldn’t help myself with this one.

15 years ago today Metal Gear Solid was released on the Sony PlayStation. At the time I didn’t know what to expect, as back then I had no idea that there were two previous games in the series (Metal Gear and Metal Gear 2: Solid Snake – worry not though, I’ve been through them both several times since) as these had been released on the not terribly well known in Europe MSX. I never even saw one of these as a kid, so had no way to try these out until emulation became more accessible. Sorry Konami! He’d designed successful games previously, but the massive success of Metal Gear Solid made designer Hideo Kojima a star in the video game world and has gone on to become a very well known figure.

Metal Gear Solid then was launched to rave reviews, and I think it was based on the Official PlayStation Magazine’s recommendation that I decided to pick it up, and I was utterly blown away. Right from the first cutscene the level of storytelling was almost unprecedented in games of the time and the at times twisty plot wove a complex and deep world that I’ve been very interested in the subsequent expansions of since.

For the very few of you reading who don’t know, Metal Gear Solid casts you as a former special forces agent called back into service to save the world, which on the surface of it is a fairly basic action movie premise. Solid Snake is tasked with taking down the rogue agents of Foxhound, who have hijacked a nuclear training exercise on Shadow Moses Island in Antarctica. The various agents of Foxhound you face during the game all have their own gimmick and animal themed codenames, and each give interesting boss fights. The terrorists are led by Liquid Snake, who shares more than just a codename with our hero.

Snake has to make his way across the island, all the while collecting new weapons and gear to take down different enemies or destroy obstacles. You’ll also pick up an access card allowing you through locked doors, and are granted higher level cards to get to previously inaccessible areas. Along the way you meet many memorable characters, not just the supporting cast but also the villains. The ultimate goal of the game is to take down the ‘walking nuclear battle tank’ of the title, Metal Gear before Liquid is able to use it to launch a nuclear weapon.

Structurally, the game has a lot in common with its predecessor, Metal Gear 2. Massive sections of how the game work are very similar. The back tracking to collect weapons, the temperature controlled keys, the Hind battle and even some character arcs – it’s almost more like a 3D remake than a sequel. This isn’t even really much of a complaint, as I and probably most people who played it at the time had never played Metal Gear 2 and was none the wiser for many years after so at the time it all felt fresh and new.

Visually, as with many games of the era it hasn’t aged too well. On my most recent play I was playing the PlayStation Network version of the game (the fourth time I’ve now bought it. Guess I’m just a sucker like that.) I initially tried to play it on my TV but it just looked terrible. Not a lot of people will have played the original PlayStation on a screen larger than 21 inches at the time, certainly not compared to how many people game on 40+ inch screens these days. Back in 1998 however, the visuals were well received, and looked pretty decent on my 14 inch TV. I ended up playing through it on my PSP instead, and on the 4.3 inch screen the graphics actually looked quite crisp. The character models have aged the worst as they have very little detail particularly on the faces, but you’re never in doubt as to what the characters look like thanks to the animated portraits in the Codec sequences.

Voice actor and screen writer David Hayter provides the voice of Solid Snake, and while he’s almost gone on to become a growly parody of himself these days in his first outing he’s much more understated. Great performances are given by the rest of the cast too, with Paul Eiding’s Colonel Campbell being one of my favourites. The music too is still great, and has been in regular play on my playlist for over a decade. I prefer the music here over the over orchestrated score from the next couple of games, and the loss of most of the music was my main problem with the HD (for the time) GameCube remake, the Twin Snakes.

Control wise the inability to control the camera just feels wrong to modern gaming sensibilities. Despite the 3D trappings, MGS has much more in common with the older 2D games in the series, and controls from a mostly top down view. As with most original PlayStation games you the game would default to D-pad controls with the option of switching to analog mode with a Dual Analog or Dual Shock controller but this sadly didn’t add any camera controls on the right stick. The use face buttons for looking around and shooting instead of the shoulder buttons also just don’t feel right anymore, even more so after Metal Gear Solid 4 was released with modern style dual analog controls. I seem to remember being able to aim much easier when I first played it, but that could just be memory playing tricks on me. The guns now seem very inaccurate compared to modern games, and the lack of a first/third person aiming mode really feels counter intuitive now.

I’d probably suggest the PSP as the platform of choice for any future plays of the game if not for two things: I couldn’t seem to mash circle fast enough for the torture scene to survive it (although I could just be rubbish now) and the D-Pad didn’t want to let me crouch walk in blast furnace, plunging me to my death over and over – I got around that my remapping to the analog stick but it wasn’t comfortable enough to use it by default though.

I’m rather biased favourably towards this game, but generally I find it still holds up very well, and particularly considering how convoluted the plot of the games has gotten by the more recent instalments is much more accessible! The only real problem with the game playing it now is the controls as they do feel quite clunky compared to modern layouts, a problem common among games from this era – to some extent you can mitigate this on newer emulated versions on the PS3 or handhelds as they allow you to remap the controls and end up with buttons where you’d now expect to find them. I’m sure almost everyone reading this will have played it long ago, but for anyone who hasn’t it’s well worth getting hold of.

Scarlett Johansson frolics on the beach with her dog in The Hamptons

https://www.dailymail.co.uk/tvshowbiz/article-8653287/Scarlett-Johansson-stuns-sundress-frolics-beach-dog-Hamptons.html

Scarlett Johansson looked undeniably angelic as she frolicked on the beach with her beloved Chihuahua on Friday afternoon in The Hamptons.

The 35-year-old Academy Award nominee slipped her toned frame into a light pink sundress and sported a pair of black RayBan sunglasses over her eyes.

At one point, Johansson showcased her best superhero stance, while chasing her pup around in the warm sand.

Scarlett’s famous blonde tresses were tied back into a low bun and she appeared to be wearing little to no makeup for her solo outing.

The actress’ style of dress put all of her tattoos on display, including her rose back tattoo, ankle tattoo, and brightly colored forearm tattoo.

The Marriage Story star accessorized her look by layering a few gold chains around her neck and by fastening a pair of hoops to her ears.

She also had on a silver wrist cuff that featured a large turquoise inset that matched her quirky pedicure.

Scarlett kept a close eye on her eager pet, while carrying its leash and doggy bag dispenser in her hand.

While her dog got its wiggles out, Johansson took a seat in the sand and allowed her skin to get a little color.

She hiked up her sundress above her knees so that her legs could get as even of a tan as possible.

The Black Widow star looked noticeably relaxed in her sandy sanctuary, but, eventually, she returned to her feet and made her way towards her Chihuahua.

Without warning, Scarlett appeared to transform into her beloved Marvel character as she riled up her dog on the shore.

She crouched down and led with her arms before launching into a full sandy sprint.

After chasing her dog for a while, Scarlett decided to wind down by taking a tranquil stroll along the shoreline.

She let her hair down and her dress blew in the wind as her furry friend followed obediently behind her.

Earlier in the day, Johansson’s fiance Colin Jost was spotted with surfboard in hand as he expertly road the waves at a beach in Montauk, which is nestled in the East Hamptons.

The 38-year-old SNL star donned an O’Neill wetsuit that featured royal blue sleeves for his surf day.

Jost looked extra smiley as he and a pal made their way towards the water.

Colin, who is an avid surfer, showcased his skills, while effortlessly standing up on his bright orange board.

Scarlett and Colin, who began dating in 2017, got engaged in May of last year. Due to the coronavirus, the pair have had to push back their nuptials.

When Jost appeared on Watch What Happens Live last month, host Andy Cohen asked if the coronavirus will impact how him and Scarlett tie the knot.

‘Of course, because we don’t know what’s even legally allowed, right?’ replied Jost, who was referencing the safety guidelines that warn against large groups of people from gathering in an effort to quell the spread of the pandemic.

‘This is not the time to get all your elderly, at-risk relatives together in one big group,’ he said. ‘I don’t know when that moment will be.

Эрмитаж. Творчество Рембрандта (1980)

Год производства: 1980

Из 24-х серийного цикла “Эрмитаж”.

Фильм о коллекции картин великого голландского художника XVII века Рембрандта Харменса ван Рейна, которая отражает различные этапы его творчества. Первая картина была куплена в 1716 году Петром I в Амстердаме. Творчество Рембрандта отличается мастерством использования света, и в этом его никто не превосходит. Среди шедевров мастера “Даная”, и мы имеем возможность полюбоваться ее первозданной красотой и тонкостью исполнения. К сожалению, нанесенные в 1985 году вандалом повреждения безвозвратно уничтожили поверхностные слои живописи в центре полотна. Однако кропотливая двенадцатилетняя работа реставраторов позволила вернуть картину в музейную экспозицию. Вступительное слово директора Государственного Эрмитажа, академика Бориса Пиотровского.