Ez Meat Game Free Here

The Last Cut of Summer

The town of Harrow's Bend sat where the river curved like a crescent moon, sheltered by a ring of oak trees that had stood longer than anyone remembered. Summers there unfolded slowly—peaches ripened in backyards, lawns browned in polite surrender, and the air filled with a warm, honeyed hum that made even the most hurried passerby slow down as if remembering the value of small things.

Eli Danner returned to Harrow's Bend with a knapsack and a guitar case that was more dented than patched. He'd been gone five years, drifting through cities where nights were noisy and cheap hotels offered only the illusion of safety. He carried with him an ache that arrived like a tide: a sense that some portion of himself had been left behind and couldn't be found in the glow of neon or the hum of transit lines. He came back because the ache had a map, and the map led to this town.

On the first morning he walked the familiar streets, the bakery bell chimed as if greeting an old friend. People glanced at him—some with a curiosity that creased into smiles when they recognized the boy who'd once mowed lawns and delivered papers; others with a polite, cautious distance meant for those whose lives had curved away. The town had its stories, the kind that grow like ivy around the facts: Marsh's hardware had closed two summers ago, Mr. Calder had taken to walking without his cane, and the river's channel had shifted after the winter thaw. But the steady things remained: the diner with the vinyl booths, Mrs. Leary's geraniums on the courthouse steps, and the sound of the mill's old bell marking noon.

Eli rented a room above a pawn shop—its owner, June, was a woman of barrel-chested laughter and hair that caught the light like tarnished silver. She offered him a key and a warning in equal measure: "Harrow's Bend remembers, and it forgives—slowly."

He took a job at the butcher's shop on Main. The shop was called O'Rourke's Meats, though the neon sign proclaimed "EZ Meat" in a faded, winking script that belonged to a previous era. The owner, Hank O'Rourke, had hands like workboots and a voice that never rose into anger, only into astonishment: astonishment at how the town rearranged itself each year and astonishment at how certain problems would not be solved by astonishment alone.

Hank had a daughter, Lila, who managed the front counter with an efficiency that made Eli suspect she had hours of patience packed away for emergencies. She had a quick laugh and a scar on her left thumb from a band-saw incident when she was twelve. She remembered Eli from youth with a fondness that bordered on surprised complicity. "You never could keep a plant alive," she'd say as she stacked pork chops and wrapped roasts, eyeing the guitar case leaning by the window. "What makes you think you'll keep yourself alive this time?"

He shrugged. The life he carried didn't yet have roots, but the town had ways of making those roots form whether you liked it or not.

Work at O'Rourke's was steady and physical. Eli learned how to pare a roast, to read the grain of beef like a small script that told stories of fat and fiber and where a cut might be most yielding. He learned which customers preferred thick steaks and which bought marrow bones for soup. In the evenings, when the bell on the door clanged one last time and the lights dimmed to a soft amber, Hank would nod toward the old radio shelf and reopen a crate of cigars he pretended were for sale and never really were. They would talk about slow things—the price of feed, the state of the high school football team, and the river in drought.

One night, after the town's annual fair had wound down and ferris wheel lights blinked like distant stars, Lila told Eli about the land behind the mills—about the old cut of marsh where hands had once harvested reeds and bones had been dug. She told him how the marsh had a way of holding secrets because things in water never really left; they simply waited for the right current to bring them up.

"You should go there," she said, brusque as a wind. "You always liked places that kept to themselves."

Eli didn't know what he was meant to find. He only knew that the marsh called, a low frequency that hummed in his chest. On a Wednesday when the sky was the precise blue of clear memory, he took his guitar and walked the dirt path that led past the millstones and toward the marsh. The air smelled of brine and crushed wildflowers. He crossed a rickety boardwalk and found a hollow lined with reeds where dragonflies made the light look like it had been moved by small, quick hands.

There, half-buried and wrapped in a layer of peat and time, Eli found a metal box. It was the kind of tin that had once held biscuits—flaked paint, a latch rusted to the point of surrender. He pried it open with the heel of his hand, and inside was a sheaf of letters, tied with a ribbon so faded it might have been grey from the start. The top letter bore a name: "M. Calder."

Mr. Calder. The name struck like an unfamiliar scent. Eli had memories of the man as a fixture—always present at the council meetings, always with a newspaper folded under his arm. He'd lost his wife many years ago, she said in whispers after the funeral, and something had disappeared with her that made him smaller.

Eli took the letters home. They were brittle at the edges and smelled of lavender and smoke. The handwriting was careful and rounded, someone who had written a lot out of habit and love. As he read, a story unspooled.

The letters were between Margaret Calder and a man named Sam Archer—Sam wrote from places that sounded both foreign and tender: shipyards in Baltimore, a winter in New Orleans, a summer at a Y in a city Eli had never heard of. The letters spoke of meetings beneath an elm tree, of plans for a life in the town, of a disagreement about leaving and staying. Then there were gaps—months unaccounted for, a blank page here and there that suggested folding, or maybe omission.

One letter, written in a hand sloping like a river, mentioned "the cut" and "a place beyond the mills" and "if something happens, bury this where the water can cover it." The final letter ended mid-sentence: "—and if I can't—"

Eli felt the lungs of a story open and empty themselves into his chest. He carried the letters to Mr. Calder that afternoon and found the man sitting on his porch with a cup of tea. The walk there was short but heavy with the sound of cicadas. When he handed the letters over, Mr. Calder's hands trembled like a bird learning to alight.

They went in together to the kitchen, where afternoon light slanted across the table. Mr. Calder told a tale that unreeled a decade and more. Margaret had loved Sam with a fierce and practical loyalty. Sam had wanted more than Harrow's Bend, and there had been plans to leave in a slanting year full of promise. But Sam had disappeared the night he walked down to look at the river. There had been talk—men in town went about with small, certain theories—but the official story said: lost to the current. Grief did its usual arithmetic, and Margaret went on with a softness that was both brave and unrelenting.

"People forget," Mr. Calder said quietly, as if surprised by his own voice. "They fill the holes with gossip and quiet. But some holes want to be known."

The letters changed how Mr. Calder spoke. They gave teeth to a memory that had been a mist. He asked Eli, in a small and sudden way, to help him find the truth of that night. Eli agreed, not because he was particularly brave, but because the town had a way of offering tasks like this—and because Hank's butcher shop turned from raw to warmed meat with him inside, and the town had to feed itself somehow. ez meat game

They began by asking simple questions. At the diner, they sat with coffee that tasted of boiled sugar and asked the waitress, June's niece, about Sam. She shrugged and said Sam had been around, always tinkering, always promising to return with big things. In the archives—Harrow's Bend kept a surprising number of old newspapers bound like records—they found brief notices: a search in '93, a letter to the editor in '94 from a woman who'd seen a figure on the riverbank at dawn. The accounts didn't agree on crucial details. But an article with a photograph surfaced—grainy and blurred—showing a man on the river near a mill, a small figure against the flat of the water. The caption read "Last seen."

As they pieced together memories—neighbors' recollections, a faded map of the river's old channel—they found a pattern: a small inlet beyond the third millstone that, by all appearances, should not exist. The map marked it as "The Cut" in handwriting that might have been older than the town. Locals said fishermen avoided it because nets snagged in invisible snags. Children said it whispered.

It took a long walk and a tide shift for Eli and Mr. Calder to reach the Cut. The inlet was smaller than they had imagined, and framed by cattails that bowed like sentries. The water was slow and opaque, and when Eli knelt to lift a stone, he saw a glint—something metallic and shaped like a hinge. They waded in with boots and a pole. The water was thirteen degrees colder than the river and smelled like iron and old pages.

Beneath the mud, they found—first—an old pocket watch on a chain, its face cracked, the second hand stopped at 2:14. That should have been a small discovery, but it felt enormous. Then, further in the muck, they hit leather and metal. A satchel, sealed by rust and time, surfaced with a plop that sent insects scattering like sparks.

Inside were items that map out a life as clearly as the lines on a hand: a sailor's jacket, a small brass compass dulled to a soft sheen, a photograph of Sam with an arm around Margaret, both smiling in a way that made Eli think of warm bread; a journal wrapped in oilcloth. The journal's entries began ordinary—ships, dockside conversations—but in the final pages the handwriting changed. The entries became smaller, hurried almost, as if written in whispers. There was a final passage that read: "They said there was a way to make the current take what we do not want to carry. I thought it might carry the rest of me. I did not know the river keeps a memory. It keeps names."

The town metabolized the discovery in a manner both fragile and precise. It did not explode into melodrama; instead, small acts began to unfurl. Mr. Calder held a small memorial for Sam in the park beside the river. People left letters and peonies and a child's toy boat. Conversations resumed with a softer tenor. The butcher shop had its steady days, and the diner poured coffee into cups with a deliberate care. June called the papers and a writer came from the city to ask about closure, but the town's people gave their stories like delicate coins: enough to buy understanding but not too much to spend.

For Eli, the work of cleaning and cataloging Sam's things pulled him into a current of his own. There were lines in the journal that read like music: small, honest phrases about wanting to be better than his last decision. It was a humility that glowed under the dust. Eli found himself humming as he worked, plucking a chord and letting it sit. He took the satchel's compass and kept it in his pocket, a simple object that tuned something in him to direction rather than drift.

Life began to reweave. Hank's shop stayed open, and during slow afternoons, he and Eli would talk of smallnesses—beef marbling, the weather's mood, the exact right way to tie a roast—and edges of laughter edged into their conversations. Lila taught Eli how to fillet a trout; he taught her a chord progression he had used in late nights in cities that smelled like grease and ambition. She played with it, turned it into her own. Sometimes, at dusk, they would walk past the millstones and listen for the river's gossip.

One rainy evening, Mr. Calder knocked on Eli's door with a newspaper folded under his arm. The editorial page had printed a story that put words to what their discovery had started: an essay about remembering and about the ways small towns hold space for loss. Mr. Calder's voice was a thread as he read a line aloud: "Sometimes closure isn't a door that shuts but a window opened, so light can enter the room that grief has made."

Eli felt, for the first time in months, that perhaps the town was not merely a backdrop for memory but a machine for repair. He thought of his guitar case, the places it had been packed, the songs waiting like seeds. He began to write—first small, then longer, songs that stitched together scenes and voices and the cadence of the river. He played at the diner on Sunday afternoons, soft enough for people to hear and heavy enough to hold their attention. The songs weren't about Sam alone; they were about leaving and returning, about the arithmetic of small kindnesses.

There were setbacks. The town had a way of testing new attachments. A developer from a city three hours away wanted to buy the mill property, promising new life: apartments, a market, money. The offer glittered with numbers. Meetings spilled into the courthouse and the library, and debates flared—old loyalties clashing with the lure of change. Eli found himself, one evening, standing in the middle of an argument, guitar case forgotten at his feet, and feeling the strange sensation that his voice mattered.

He wrote a song for the meeting. It wasn't a plea but a map of what would be lost: the millstones that had kept time for generations, the small inlet where a man's name had been reclaimed, the light that fell through certain windows at sunset. He played it with hands that didn't tremble. The song didn't save the mill by itself, but it gave language to resistance. The town voted narrowly to delay the sale, demanding environmental studies and public input. It was a compromise that felt honest—neither a full victory nor a surrender.

As autumn softened into winter, Eli's roots took hold in small, practical ways. He learned to knit a scarf on a busier night when the diner was slow and found he had something like patience for the repetitive motion. He kept Sam's compass in his pocket. He and Lila began to walk together on Sundays, carrying thermoses and stories, measuring days in steps rather than in plans.

The river, of course, had moods. A spring flood swelled its belly and tested the town's defenses. People moved sandbags and lit lamps and made stews for those whose basements filled. In the chaos, Eli found himself wading into cold water, hands brusque with purpose, pulling a submerged porch chair out of someone’s yard. In those moments, he felt less like a traveler and more like something rooted; time gathered around him like new rings.

Years changed the way a person learns to breathe. Eli's songs grew longer, layered with harmonies, and he played at weddings and funerals and small-town festivals. People began to bring him letters—small things—sometimes simply for him to read and return folded. He became a repository of the town's soft needs: a note for a neighbor in need, a borrowed ladder, an extra hand during the harvest. His life did not fill with grand adventure, but it did widen into a network of need and service and quiet joy.

Mr. Calder grew older, lighter in ways sadness had never allowed. He took to sitting on his porch, knitting thoughts like a man knitting a sweater, and sometimes he'd call Eli over to hear a line from an old letter. "Do you remember when you found them?" he asked once, looking through the screen as if the past and present shared the same view.

Eli did remember—down to the sound a hinge made when he pried the box open, to the lavender smell, to the way the light had fallen across the table in Mr. Calder's kitchen. He could trace, like veins on a leaf, the moments that had altered his course. He thought of departure and return, and how the latter had not been the end but the way to begin again.

One late summer, a woman arrived with a name Eli hadn't heard before. She had the coffee-stained look of someone who had travelled—and the gentleness of someone who had known too much grief and still wanted to give a little. She introduced herself as Mae Archer. There was a certain inevitability to the moment and yet it surprised them all: she was Sam's sister, and Sam had written of her in a letter that glowed with mischief and warmth. He had asked her to keep watch should anything happen. She carried with her a map of places Sam had loved and a small sketch of Harrow's Bend made in charcoal.

She had come to find what memory would offer. The three of them—Mae, Mr. Calder, and Eli—walked to the Cut one late afternoon. The marsh hummed like an old instrument, reed-strings plucked by the wind, and together they stood by the water where the town's memories sometimes surfaced like fish. Mae left a small wooden boat carved with simple patterns—an heirloom—and Mr. Calder read a letter he'd kept because it had not yet been read aloud. It was the final note Sam had written and never sent, a sentence about being grateful for small things and asking that, if he did not return, his name be kept somewhere soft. The Last Cut of Summer The town of

After Mae left, the town seemed to knit a little more cleanly at the edges. People told the story with an added detail—how Eli had carried the town's small griefs until they were less sharp, how songs could be a kind of stitch. Eli thought of how odd it had been that the metal box had become a key in a lock he hadn't known he wore.

Years folded into themselves. Lila married a carpenter who loved the river and could light a fire with two stones. Hank's daughter opened a quaint market across from the library where old books and jars of jam lived amicably side by side. Mr. Calder passed in his sleep one January night, and the town found its way to the funeral with casseroles and quilts, and Eli played a song that was a prayer disguised as a melody.

Eli grew older. He opened a small place above the butcher shop where people could come to listen—an afternoon room with mismatched chairs and a kettle always on the boil. He called it "Cut & Song" on a lark; the name stuck because it made people smile. Children learned to hum in a room that had been intended for music, and old men came to tell stories that were full of bright, small details.

The river continued to curve. It did not require permission to be itself. The Cut remained a place where certain things were lost and certain things were found. People still avoided its deeper pools and still left small, careful offerings on its banks. It kept its secrets and returned a handful when it felt it could.

Eli's songs, now, had the texture of someone who had held loss and joy in the same cupped hands. They were honest without being raw, gentle without being sentimental. When he played, people recognized themselves in the lines—an ache here, a small triumph there—and they applauded for reasons that had less to do with performance and more with recognition.

One evening, decades from the day he found the box, Eli sat on Mr. Calder's old porch steps and opened Sam's compass. The needle, oddly, still pointed true. He thought about the long arc of things: how a missing man had become a small town's story, how a young man returned with a knapsack and ended up rooted, how all endings led to new, quieter beginnings. He could feel the river in the air, a patient presence that had a way of making all things eventual.

A child from the town—no more than seven, with chipped teeth and an earnest, serious gaze—asked him, "What does it mean to remember someone?"

Eli set the compass in the child's palm and said simply, "It means you keep their name warm enough to say it aloud." The child turned the brass in curious fingers, and the needle trembled before settling—a small, certain pivot.

The town rolled on. Seasons came and went like chapters stitched into a blanket. People left and returned, and sometimes they did not return at all. But the Cut remained: a small inlet that had become a place of reclamation, where a tin box had been discovered with letters that opened a number of different doors. The world, in Harrow's Bend, had a way of letting things fold into each other—loss into memory, strangers into neighbors, songs into the fabric of a place.

On a late summer night when the sky had the clear, honest stars of memory, Eli stood by the river with his guitar and played a song that had taken him years to write. It held the names of the people who had taught him how to come back: Margaret's careful sentences, Sam's small, urgent handwriting, Mr. Calder's steady voice, Lila's laugh. It was not triumphant; it was a plain, sturdy thing like a good table. When he finished, people clapped quietly, as if they were returning applause to someone who had brought them home.

At the edge of the sound, the river moved on, carrying things away and sometimes giving them back. The light trembled through the reeds. The town slept with the knowledge that some part of each life would be held—no, not held—kept warm enough to say aloud. And that, in the end, felt like a very good thing.


Gameplay: More Than Just Hiding

The core loop revolves around Repair Stations. Survivors need to fix several electrical boxes scattered across the map to power the exit gate. However, Mr. E is constantly patrolling, listening for the tell-tale beep of a survivor working on a repair.

Here is where the "EZ" part of the title comes in (sarcastically, of course). The game introduces a "Remote Control" mechanic. Survivors can find a remote that allows them to stun Mr. E for a short duration or trigger environmental hazards. It creates a fantastic risk/reward dynamic:

  • Do you use the remote to save a teammate?
  • Do you save it to secure your own escape route?

If Mr. E catches you, you aren't just "downed." You get put on a Meat Hook. While hooked, a teammate can rescue you, but the longer you hang there, the closer you get to becoming actual meat for the grinder.

Gear Up: The Low-Cost Arsenal for EZ Meat

You do not need a custom rifle. The EZ Meat Game relies on "minute of pie plate" accuracy.

  • The Rifle: A used .308 Winchester or 6.5 Creedmoor. Pair it with a 3-9x40 scope. That rig will ethically kill 95% of "EZ Meat" animals out to 200 yards.
  • The Bow: A ready-to-hunt compound bow from a brand like Bear or Diamond. Crossbows are the ultimate EZ Meat tool for those with shoulder issues or limited practice time.
  • The Knife: A replaceable-blade skinner (like Havalon or Outdoor Edge). You can butcher three deer without stopping to sharpen.

2. Wild Hogs (The Infinite Bacon Hack)

If you live in Texas, Florida, Georgia, or California, feral hogs are the definition of EZ Meat. They are destructive pests; therefore, there are no bag limits, no closed seasons, and no weapon restrictions in many areas.

  • Why it’s EZ: Farmers want them dead. You can hunt them at night with thermal scopes or simply sit over a bait site. They are noisy, predictable, and abundant.
  • The Caveat: Boars can be tough eating. Stick to sows and piglets under 100 pounds for the best pork.

6. Frequently Asked Questions

| Question | Answer | |----------|--------| | Can I play EZ Meat offline? | Yes. All core gameplay is offline. Online leaderboards and DLC require an internet connection. | | Is there a “hardcore” mode? | The game includes “Butcher’s Challenge” (permadeath for your butchery). If the business goes bankrupt, you must restart. | | Do I need a controller? | Keyboard + mouse is the default on PC, but the game fully supports controllers (Xbox/PlayStation layout). | | Are there microtransactions? | No. All content is unlocked via gameplay or paid DLC packs (e.g., “Exotic Farm Expansion”). | | Can I mod the game? | Absolutely. The developers provide a Modding Toolkit and official documentation. Community mods are hosted on the Steam Workshop and other platform stores. |


3.2 Processing Meat

  1. Slaughter – Drag a live animal to the Slaughter Station. A short cut‑scene plays; you then receive Raw Meat (e.g., Chicken Breast, Pork Shoulder).
  2. Cutting – Use the Butcher’s Table to select a Cut Pattern (e.g., “Steak”, “Rib”). Each pattern yields a different amount of Yield and Quality.
  3. Cooking / Curing
    • Grill/ Fry: Fast, boosts “Ready‑to‑Serve” value.
    • Smoke: Adds “Smokiness” (good for premium orders).
    • Cure: Turns meat into charcuterie; takes longer but yields high profit.

The Verdict

Is EZ Meat worth your time?

Absolutely. While it is still in development (with new maps and a progression system for skins being rolled out regularly), EZ Meat offers a level of polish and tension rarely seen in Roblox horror. Gameplay: More Than Just Hiding The core loop

It strikes the perfect balance for players who find Doors too random and The Mimic too story-driven. It is strategic, it is gory (for Roblox), and it is incredibly satisfying to outsmart the butcher and hear that final exit door alarm.

Final Score: 9/10 (Extra points for the sound design)


Have you survived Mr. E’s facility? Let us know your best escape story in the comments below!

Title: The Illusion of Competence: A Critical Analysis of the “EZ Meat Game” Phenomenon in Modern Video Game Design

Abstract This paper explores the emerging design paradigm colloquially known as the “EZ Meat Game”—a genre defined by low barrier-to-entry, high sensory reward, and mechanics that prioritize the fantasy of power over the demand for skill. By analyzing the psychological underpinnings of "power fantasy" fulfillment and the economic incentives of engagement-based monetization, this paper argues that the EZ Meat Game represents a shift from "game as challenge" to "game as consumption." We examine the implications of this shift on player retention, cognitive engagement, and the broader cultural perception of gaming as a medium.


1. Introduction

In the lexicon of the gaming community, the term “EZ” (easy) is often deployed as a pejorative, signaling a lack of complexity or a lowered skill ceiling. However, when attached to the moniker “Meat Game”—slang for visceral, often violent action games centered around mowing down waves of enemies (the “meat”)—it denotes a specific sub-genre: the EZ Meat Game.

Titles falling under this classification, such as Vampire Survivors, Doom Eternal (on lower difficulties), and various “clicker” RPGs, share a common ethos: the rapid, low-effort destruction of vast quantities of enemies. This paper seeks to define the EZ Meat Game not as a design failure, but as a calculated response to modern player psychology. We posit that these games serve as digital comfort food, offering a distinct "flow state" derived not from overcoming adversity, but from the exertion of effortless dominance.

2. Deconstructing the "EZ Meat" Aesthetic

To understand the phenomenon, one must first deconstruct its two components: the EZ (accessibility) and the Meat (visceral feedback).

  • The "EZ" Component: The design philosophy here removes friction. Checkpoints are frequent; failure states are often non-existent or easily overcome. The cognitive load is minimized. Unlike Dark Souls or Ninja Gaiden, which demand mastery of systems, the EZ Meat Game demands only presence. It adheres to the "instant gratification" model, where the gap between action and reward is nanoseconds.
  • The "Meat" Component: This refers to the enemy density and the feedback loop. The screen is often filled with fodder enemies—“meat”—that exists solely to be processed. This harkens back to Musou (Warriors) games but strips away the tactical map management. The "meat" is not an obstacle; it is a resource. The player does not fight enemies; they harvest them.

3. The Psychology of Effortless Dominance

The appeal of the EZ Meat Game lies in the psychological concept of Self-Determination Theory (SDT), specifically the need for competence.

In traditional game design, competence is earned through struggle (the Git Gud mentality). However, in the EZ Meat Game, competence is simulated. The player is placed in a "God Mode" scenario where their agency is inflated to near-infinite proportions. This triggers a dopamine loop distinct from the "relief" loop of difficult games. It is the loop of "empowerment."

This creates a state of "passive activity." The player is physically clicking or pressing buttons, but mentally, they are in a state of relaxation. This makes the EZ Meat Game a form of digital fidget spinner—a mechanism for zoning out rather than zoning in. It serves a vital function in the modern economy of attention: it offers a respite from the high-stress environment of daily life and competitive gaming alike.

4. The Economic Incentive: The "Content Conveyor Belt"

From a development perspective, the EZ Meat Game is an economic masterclass.

  • Scalability: Procedural generation and enemy swarming allow developers to create hours of gameplay content with minimal unique asset creation.
  • Retention: The "Skinner Box" mechanics are front-loaded. Players are conditioned to associate simple inputs with massive visual and auditory payoffs (explosions, level-ups, loot drops).
  • Broad Demographics: By removing the skill floor, the market for the product expands from "hardcore gamers" to anyone with a screen.

We see this maximized in mobile gaming sectors, where the "EZ Meat" loop is often tied to monetization (pay to make the meat disappear faster). Even in premium titles like Vampire Survivors, the loop is reduced to a single stick input, proving that the "meat" is the draw, not the complexity of the interaction.

5. Critical Implications: Art vs. Sedative

While the EZ Meat Game is commercially viable and psychologically soothing, it raises critical questions about the medium.

Does the EZ Meat Game represent the "gamification" of the power fantasy to its logical extreme, or is it a regression? Critics argue that without friction, there is no narrative tension. If the player is always winning, do the stakes evaporate?

However, proponents argue that

How to Find EZ Meat Near You

  1. State DNR Websites: Look for "Depredation Tags" or "Urban Archery Seasons." These allow you to hunt in suburbs.
  2. Facebook Groups: Search "[Your State] Hog Hunting" or "Freezer Fillers."
  3. Farmers Markets: Ask the meat vendor where they get their game. Often, farmers will pay you to shoot deer eating their soybeans.