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The term "Hyperrealism" evolved from the word Hyperealisme, that was first utilised by Isy Brachot in 1973 as a French word meaning Photorealism. The word described a totally new and independent art genre and magnificence in the United States and Europe, which emerged at the outset of the modern day. Night of the Dead was one of the primary maps we tested, and yes it left them with an extremely positive impression upon us. StarCraft 2's third-person perspective and naturally dark atmosphere lead to a great 'zombie invasion' scenario that's challenging to pass by, but few designers make one which really stands apart. NOTD changes that, by being unusually tense and challenging to play. Unlike the opposite survival-zombie maps we played, using three players just wasn't enough firepower for a couple of objectives. Not only that, the game provided enough action and unit upgrades that we felt everyone may have a fairly unique and independent role. The more players entering in, the higher, as multiple objectives could be engaged at the same time as well. Anyone who enjoys somewhat of a challenge, and contains plenty of friends, should obtain a remove of NOTD even though for a while. This beautiful bespoke bottle was designed by M&E Design. It perfectly demonstrates how glass can be used as a vessel for ambition, style, and sophistication. The bottle was created with none of the usual visual cues of a standard whiskey bottle. Instead, it was crafted to celebrate the liquid inside and the process behind its creation. The design takes its cues from laboratory glassware found in the micro-distillery and the paneling of a whiskey cask. It has been shaped to refract and bounce light. The side panel embossing produces a Kaleidoscope of patterns within the body of the bottle, bringing Method and Madness together.