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  • 00:01

    The trouble with zombies is that they keep coming

  • 00:10

    back.

  • 00:12

    Shoot 'em, maim 'em - doesn't matter: unless you destroy the head -

  • 00:15

    they'll just keep coming.

  • 00:19

    The living dead saturate cinema, television, and games - a cultural phenomenom that seems

  • 00:26

    impossible to stop.

  • 00:29

    An unholy congregation with limitless appetite:

  • 00:31

    It's not a matter of if they'll get you -

  • 00:35

    but when.

  • 00:36

    So, how did zombies become a mainstay of pop culture?

  • 00:42

    What games ensured their massive popularity today?

  • 00:47

    And when will this never-ending trend finally die?

  • 00:57

    The living dead first emerge in folkloric tales out of African culture: powerful Vodou

  • 01:04

    magic capable of raising corpses as undead servants.

  • 01:09

    Such tall tales made it to American shores during the interwar occupation of Haiti - quickly

  • 01:14

    finding cultural fascination.

  • 01:17

    Talking pictures hit their stride around this time, and ushered in a new era of horror - Dracula,

  • 01:25

    Frankenstein and The Mummy.

  • 01:32

    The first feature-length zombie film was made in such a mould: White Zombie, in 1932.

  • 01:42

    Its treatment of the living dead is far removed from modern expectations - essentially a new

  • 01:47

    twist on vampire legend, with the voodoo master's thralls serving as an obedient workforce rather

  • 01:54

    than a brain-craving mob.

  • 01:57

    Early zombies were tales of possession - the horror derived from loss of control: comely

  • 02:03

    white women swayed by the unchristian values of Vodou.

  • 02:10

    Often repeated, this formula eventually became stale, and more optimistic science fiction

  • 02:15

    stole the limelight by the 1950s.

  • 02:19

    Save for a few B-movies - the zombie fad was over.

  • 02:29

    No rest for the dead, however - and almost as soon as they were consigned to the crypt,

  • 02:34

    a new era dawned under the direction of George A Romero.

  • 02:40

    'Night of the Living Dead' in 1968 rewrote the rules; revived the genre; and influenced

  • 02:51

    every zombie that emerged thereafter.

  • 02:53

    The cobwebs of classic horror were dusted off - and the shackles of Voodoo were shed.

  • 03:00

    Instead, a full blown zombie-apocalypse: a thoughtless horde; unrelenting, unexplained

  • 03:09

    - yet believable.

  • 03:12

    This was coupled with a bleak, nihilistic tone - with no real heroes nor a happy ending.

  • 03:18

    A risky proposition, but it worked - it was the most profitable horror film of its era:

  • 03:27

    and as audiences queued up, so too did Romero's imitators.

  • 03:33

    Most were awful: subtlety stripped away in favour of exploiting visceral thrills: gore,

  • 03:40

    rotting flesh - and buckets of blood.

  • 03:44

    Not everyone has the stomach for it, of course - and by the mid-80s, Hollywood horror had

  • 03:51

    gone in another, more gothic, direction.

  • 03:56

    Once again, zombies returned to their grave -

  • 03:59

    but the dawn of a new artform had already begun.

  • 04:09

    The arrival of the home microcomputer democratised game development, and allowed the imagination

  • 04:14

    of hobbyist programmers to roam free.

  • 04:16

    It was only a matter of time before someone made a game about zombies.

  • 04:23

    The very first is difficult to pin down: an obscure origin amidst a primordial soup of

  • 04:29

    type-in BASIC and amateur games which never saw distribution.

  • 04:34

    Perhaps the first commercial release is 'Zombies', for the ZX81: derived from an earlier BASIC

  • 04:40

    game called Chase, the idea is to lure a crowd of zombies into potholes - their behaviour

  • 04:46

    simple, but their numbers rife: Clearly influenced by Romero's slow, stupid mobs.

  • 04:55

    Early machines struggled with numerous enemies - with each vying for CPU time and occupying

  • 05:00

    vital RAM, the rendition of convincing undead mobs was some distance off.

  • 05:07

    Despite these limitations, 1984's 'Zombie Zombie' was a solid attempt at an isometric

  • 05:12

    city-based zombie apocalypse.

  • 05:15

    Armed with an air-cannon and helicopter, instead of direct violence, the goal was to lure the

  • 05:20

    undead off high buildings.

  • 05:23

    At this point, the concept of a 'zombie game' was ill-defined: they normally found themselves

  • 05:29

    part of a spooky ensemble cast: rubbing shoulders with vampires, mummies, ghosts and goblins.

  • 05:38

    The late '80s were an era of excess, not suited to subtlety: action films, guns and increasingly

  • 05:44

    gory action.

  • 05:47

    As 16-bit machines took hold and graphics became more realistic, games could start to

  • 05:52

    mirror the lurid scenes of horror.

  • 05:55

    Arcade titles like Beast Busters had endless parades of zombies to shoot, with huge sprites,

  • 06:01

    unprecedented levels of on-screen violence - and exploding body parts.

  • 06:09

    Blood-soaked coin-ops of this era would be a key inspiration for early first person shooters:

  • 06:14

    indeed, Wolfenstein, Doom and Quake all feature zombie-like opponents - and gibbing aplenty.

  • 06:22

    There's a certain irony in all this: Once designed to deliberately offend Christian

  • 06:27

    values; Now ersatz human targets that could bleed, be dismembered and slaughtered by the

  • 06:33

    dozen: But it's alright - they're just zombies.

  • 06:39

    However, horror can be more sophisticated than a splash of red pixels.

  • 06:46

    With deft pacing, tone and atmosphere - you can exploit the psychological aspects of fear.

  • 06:54

    To be effective, the shoot 'em up had to be discarded and the player left disempowered:

  • 07:01

    combat should be scary - and every bullet should matter.

  • 07:06

    Survival horror begins with games like Capcom's Sweet Home: an RPG not afraid to punish the

  • 07:12

    player, with limited resources - and character permadeath.

  • 07:18

    Infogrames' Alone In The Dark was another stab at domestic horror: this time, taking

  • 07:24

    an action-oriented, cinematic approach.

  • 07:28

    The world was 3D, to an extent: To limit polygon count, static backgrounds were used - fixed

  • 07:34

    camera angles and awkward, voyeuristic composition imparting a sense of dread.

  • 07:42

    The elements for the perfect survival horror game were starting to fall into place - and

  • 07:47

    zombies would prove just the glue to hold them all together.

  • 07:53

    The mid-90s saw a return in focus towards console gaming - and an identity shift towards

  • 07:59

    a new adult audience.

  • 08:01

    The Sony PlayStation was making moves, and boasted a line-up of attractive titles like

  • 08:06

    Wipeout, Tekken, Tomb Raider - and Resident Evil.

  • 08:15

    It did for games what Romero did for film.

  • 08:20

    Resident Evil threw out the clichés of reheated zombie horror: distilled its essence; and

  • 08:27

    became a new prototype for future games to follow.

  • 08:31

    An unlikely origin, too - considering zombies were never particularly popular in Japan:

  • 08:37

    Widespread cremation and reverence for the dead largely excludes walking corpses.

  • 08:43

    Titled 'Biohazard' in its native market - instead of mystical force or voodoo magic, the zombies

  • 08:50

    are a deliberate act of terror: a mutagenic bioweapon called the T-virus.

  • 08:57

    A spontaneous idea that was likely influenced by the 1995 Sarin gas attacks in Tokyo.

  • 09:06

    Resident Evil marks the maturation of video game horror.

  • 09:10

    From the time you encounter the first zombie to the ultimate escape - the tension was held

  • 09:15

    in ways no game had ever done before.

  • 09:19

    Its enemies were varied: rather than a shambling homogeneous horde, the introduction of multiple

  • 09:25

    monster types prevented players from becoming complacent.

  • 09:31

    Innovative enough to forgive its slightly awkward controls and camp dialogue: it spurred

  • 09:36

    a golden era of survival horror.

  • 09:47

    The PlayStation era is defined by such games: Silent Hill, Parasite Eve, Dino Crisis, Fatal

  • 09:55

    Frame.

  • 09:57

    Knowing a good thing when they see it, Sega took zombies to the arcades - adapting the

  • 10:03

    light gun action of Virtua Cop into horror shoot-em-up, The House of The Dead.

  • 10:08

    It wasn't quite as nuanced as Resident Evil, with a less serious style and a pace on rails

  • 10:14

    - but when you have full polygonal graphics and non-stop action blaring from its impressive

  • 10:20

    cabinet - atmosphere is less important.

  • 10:27

    Western games also took inspiration: the darkened corridors of Doom 3 and its choice between

  • 10:33

    firearm or flashlight - or the limited ammo and multiple zombie types introduced during

  • 10:39

    Ravenholm in Half-Life 2.

  • 10:43

    Most of all Resident Evil proved that zombies could be cool again - and that you don't always

  • 10:49

    have to stick to the rules.

  • 10:54

    By the time of the PlayStation 2, 3D performance had become more confident: twin-stick control

  • 11:00

    the norm; and action-oriented games dominant.

  • 11:05

    Capcom had muddied their own market with countless spin-offs - and what was originally refreshing

  • 11:11

    became cliché.

  • 11:15

    Survival horror had had a good run, I suppose: and as military, sci-fi and crime-themed games

  • 11:21

    took hold -

  • 11:22

    it looked like - once again - zombies had expired.

  • 11:32

    The new millennium was quick to shatter any optimism the 90s left behind.

  • 11:37

    9/11: Anthrax; SARS; the war on terror - a culture of fear, magnified by 24-hour media.

  • 11:48

    During all of this, something unusual happened: normally, video games borrow from cinema -

  • 11:54

    but this time, the debt was repaid.

  • 12:01

    Released in 2002, 28 Days Later was a surprising success: fusing classic Romero with a twist

  • 12:09

    of inspiration from Resident Evil.

  • 12:12

    Its zombies were different: they were fast.

  • 12:18

    A biological aspect was there, too: a blood-borne virus that quickly infects: turning the slightest

  • 12:25

    scratch into a tragedy.

  • 12:29

    Genuinely scary: a new approach that reinvigorated a dying genre.

  • 12:35

    As more films shuffled out of production (including an official adaptation of Resident Evil, and

  • 12:43

    the comedic-yet-serious Shaun of the Dead):

  • 12:46

    a trickle of zombie games turned into a flood.

  • 12:53

    Another generation of consoles had begun: new hardware and new possibility.

  • 12:59

    Capcom remained at the forefront of zombie games, with the success of Resident Evil 4

  • 13:03

    and its shift towards more action-oriented gameplay.

  • 13:08

    They also invested in a new, less-serious franchise: Dead Rising.

  • 13:14

    A sandbox game filled to the brim with zombies, its sprawling mall taken from Romero's Dawn

  • 13:21

    of The Dead.

  • 13:23

    The then-new Xbox 360 could handle more zombies and larger maps than ever before - a convincing

  • 13:30

    realisation of a full-blown zombie apocalypse.

  • 13:36

    An affection for free-roam gameplay would define the generation - and Rockstar were

  • 13:41

    the kings of the category.

  • 13:44

    Red Dead Redemption: Undead Nightmare is a standout for DLC of the era and a rare sighting

  • 13:49

    of the lesser-spotted Zombie Western.

  • 13:54

    Call of Juarez developers Techland made a similar leap with Dead Island, its trailer

  • 13:59

    promising emotive drama amidst a tropical setting.

  • 14:03

    What was delivered proved slightly disappointing, but its blend of brutal melee combat and crafting

  • 14:09

    hinted at greater potential.

  • 14:14

    Dying Light would better realise the concept: Parkour makes traversal of its world more

  • 14:18

    fluid - and a stark day/night dichotomy means running is often necessary to escape doom.

  • 14:29

    Zombies aren't always so sombre - sometimes they're seen with a sense of humour.

  • 14:35

    The more light-hearted efforts tend to exploit the campness of B-movie horror - and what

  • 14:40

    they lose in visceral impact, they gain in comedy.

  • 14:44

    Plants vs. Zombies is a franchise firmly tongue-in-cheek, with an unlikely botanical match-up.

  • 14:50

    The static plants suit the tower-defence gameplay, and while motivated by brains, the zombies

  • 14:57

    end up eating a vegetarian diet - an intrinsic irony of its all-out garden warfare.

  • 15:07

    Zombie survival serves co-operative play perfectly - and the increasing popularity of online

  • 15:12

    multiplayer meant that a union was inevitable.

  • 15:17

    Left 4 Dead arrived in 2008: a cinematic 4-player journey through zombie-infested levels, punctuated

  • 15:24

    by safe-houses.

  • 15:27

    It evokes classic horror while taking notes from newer sources: fast zombies, and special

  • 15:33

    infected types.

  • 15:36

    Valve's usual polish and extensive playtesting helped set the bar for 4-player co-op - and

  • 15:41

    its dynamic reshaping of game intensity under an AI Director meant that even seasoned players

  • 15:47

    might be left surprised.

  • 15:53

    The perennially popular Call of Duty was in full swing by this point, and while its primary

  • 15:58

    draw was as a military shooter, World at War would venture into the crossover realm of

  • 16:03

    zombie horror and war.

  • 16:06

    Originally added as an afterthought - a reward for completing the campaign: Nazi Zombies

  • 16:12

    would prove one of the most compelling features of Treyarch's entries to the franchise.

  • 16:17

    With escalating waves of challenge, 4-player character co-op and surprisingly complex easter

  • 16:22

    eggs - the zombie aspect went from strength to strength, with a string of DLC and sequels.

  • 16:31

    Similar is the spin-off from Sniper Elite: Nazi Zombie Army, now a horror co-op trilogy.

  • 16:39

    Shooting reanimated fascists is reward enough, but Sniper Elite illustrates the destruction

  • 16:44

    of grey decaying organs with gratuitous slow-motion and x-ray vision.

  • 16:50

    Between undead mobs and survivor factions, it's in a massive scale of multiplayer where

  • 16:57

    zombies can really stretch their legs - the survival sandbox.

  • 17:03

    Indie games are a cornerstone here: Perhaps small teams without a publisher are more willingly

  • 17:08

    seduced by already-popular themes - where larger budgets might not bank on the continued

  • 17:13

    success of an already long-lived trend.

  • 17:17

    An early browser-based example is Urban Dead: not much to look at, but within its simple

  • 17:24

    elements lie a surprising complexity: the chaotic influence of so many players coalesce

  • 17:30

    into a living undead city.

  • 17:34

    Independent games excel at simplicity: and the elementary blocks of Minecraft are an

  • 17:39

    origin point: first designed with survival in mind, base building by day and a zombie

  • 17:46

    onslaught by night.

  • 17:49

    Its block-by-block approach is arguably more successful as a LEGO simulator - but the limitless

  • 17:55

    freedom to build and roam is compelling.

  • 17:59

    Larger, more detailed worlds are tempered by technology: and while consoles lay stagnant

  • 18:06

    late-generation, the PC's potential took the lead.

  • 18:11

    DayZ started as a mod for milsim ARMA 2, and from its outset its goal was to portray a

  • 18:16

    zombie outbreak as realistically as possible.

  • 18:21

    With supplies scattered across its massive map, and a host of variables to manage - hunger,

  • 18:26

    thirst, temperature, blood pressure: staying alive requires careful management of parallel

  • 18:32

    demands.

  • 18:33

    Throw in a handful of other survivors, and zombies become the least of your concerns:

  • 18:41

    much of the drama and emergent gameplay arises directly from player interaction.

  • 18:49

    Minecraft and DayZ are both definitive survival sandbox games, and have each inspired many

  • 18:55

    imitators.

  • 18:56

    Between abstract block-building, crafting and realistic needs: it's a genre that indulges

  • 19:02

    both player creativity - and a competitive side.

  • 19:08

    Zombies are not a necessary element of these games, but they do underpin the common themes

  • 19:13

    - a breakdown of society and a consequently hostile world.

  • 19:20

    A seductive idea that's the perfect vent for modern-day frustrations: no more daily grind

  • 19:25

    - instead utter freedom and pure survival instinct.

  • 19:34

    Such settings run rich with drama: and narrative-focussed games like Telltale's The Walking Dead exploit

  • 19:40

    this.

  • 19:42

    Running parallel to the popular TV series, it's an exercise in episodic storytelling

  • 19:46

    with many tough choices within.

  • 19:50

    Action takes a back seat - largely replaced with puzzles and dialogue - but despite this,

  • 19:54

    the game is no less powerful.

  • 19:58

    After all, the most interesting stories focus on the survivors' struggle: desperation, mutiny,

  • 20:05

    sacrifice.

  • 20:06

    If there's one moral to take from zombie fiction - it's that the greatest threat to safety

  • 20:12

    isn't the predictable, ponderous fate that claws at the window:

  • 20:18

    it's ourselves.

  • 20:25

    From the fast, dark danger of modern horror to the classic Romero formula - the kitsch

  • 20:31

    charm of B-movies, or the mystic origins of Voodoo: Zombies straddle several eras.

  • 20:40

    They endure courtesy of an occasional willingness to defy definition - and break the rules.

  • 20:47

    For instance, the so-called Zeds from Killing Floor are not zombies - but failed experiments

  • 20:54

    instead;

  • 20:57

    Dead Space's Necromorphs are extra-terrestrial in origin: a pathogen that co-opts corpses

  • 21:02

    in grotesque fashion;

  • 21:05

    The Last of Us' apocalypse occurs via a fungal vector - infectious, spread via bites and

  • 21:12

    prompting aggressive behaviour.

  • 21:16

    Zombie prescriptivists might discount these examples: but the undead influence is clear

  • 21:20

    - and if it looks like a zombie, and walks like a zombie...

  • 21:24

    Well.

  • 21:27

    Today, zombies remain massively popular - and neither their presence in games, films nor

  • 21:35

    television show any sign of abatement.

  • 21:37

    It has to come to an end eventually - no audience has an unending appetite, and over their 80

  • 21:44

    year span in popular culture - they've receded to the grave often enough.

  • 21:48

    Don't write the obituary too soon, however:

  • 21:53

    The trouble with zombies...

  • 21:57

    is that they keep coming back.

  • 21:59

    Thank you for watching - and until next time, farewell.

All

The example sentences of REFRESHING in videos (15 in total of 178)

tastes noun, plural like preposition or subordinating conjunction it personal pronoun 's verb, 3rd person singular present just adverb a determiner tangy noun, singular or mass lemony noun, singular or mass almost adverb like preposition or subordinating conjunction a determiner tangy noun, singular or mass refreshing verb, gerund or present participle drink noun, singular or mass and coordinating conjunction
capcom proper noun, singular had verb, past tense muddied verb, past participle their possessive pronoun own adjective market noun, singular or mass with preposition or subordinating conjunction countless adjective spin noun, singular or mass - offs noun, plural - and coordinating conjunction what wh-pronoun was verb, past tense originally adverb refreshing verb, gerund or present participle
and coordinating conjunction then adverb you personal pronoun have verb, non-3rd person singular present a determiner decent adjective speed noun, singular or mass hill noun, singular or mass after preposition or subordinating conjunction with preposition or subordinating conjunction some determiner weightlessness noun, singular or mass and coordinating conjunction a determiner refreshing verb, gerund or present participle
it personal pronoun was verb, past tense refreshing verb, gerund or present participle riding verb, gerund or present participle one cardinal number of preposition or subordinating conjunction these determiner dark adjective rides noun, plural that preposition or subordinating conjunction hadn proper noun, singular t proper noun, singular yet adverb been verb, past participle converted verb, past participle to to
it personal pronoun 's verb, 3rd person singular present really adverb crispy noun, singular or mass usually adverb eaten verb, past participle raw adjective kind noun, singular or mass of preposition or subordinating conjunction just adverb refreshing verb, gerund or present participle and coordinating conjunction some determiner mangoes noun, plural and coordinating conjunction some determiner
is verb, 3rd person singular present speaking verb, gerund or present participle if preposition or subordinating conjunction you're proper noun, singular a determiner teacher noun, singular or mass you personal pronoun 'd modal like verb, base form some determiner refreshing verb, gerund or present participle ideas noun, plural on preposition or subordinating conjunction how wh-adverb to to get verb, base form
breeze noun, singular or mass that preposition or subordinating conjunction blows noun, plural most adverb, superlative of preposition or subordinating conjunction the determiner time noun, singular or mass and coordinating conjunction it personal pronoun 's verb, 3rd person singular present just adverb most adverb, superlative refreshing verb, gerund or present participle it personal pronoun keeps verb, 3rd person singular present the determiner
normal adjective chocolate noun, singular or mass milk noun, singular or mass that wh-determiner is verb, 3rd person singular present not adverb going verb, gerund or present participle to to be verb, base form the determiner most adverb, superlative refreshing verb, gerund or present participle choice noun, singular or mass i personal pronoun could modal
refreshing verb, gerund or present participle , so preposition or subordinating conjunction i personal pronoun thought verb, past tense i personal pronoun would modal show verb, base form you personal pronoun " ice noun, singular or mass brewing noun, singular or mass " - a determiner . k proper noun, singular . a determiner " kori proper noun, singular dashi proper noun, singular - and coordinating conjunction we personal pronoun 're verb, non-3rd person singular present
and coordinating conjunction my possessive pronoun fruits noun, plural are verb, non-3rd person singular present refreshing verb, gerund or present participle drops noun, plural of preposition or subordinating conjunction quenching verb, gerund or present participle your possessive pronoun thirst noun, singular or mass as preposition or subordinating conjunction you personal pronoun journey noun, singular or mass by preposition or subordinating conjunction .
i personal pronoun have verb, non-3rd person singular present to to point verb, base form out preposition or subordinating conjunction that determiner it personal pronoun 's verb, 3rd person singular present refreshing verb, gerund or present participle to to see verb, base form harry proper noun, singular with preposition or subordinating conjunction a determiner genuine adjective smile noun, singular or mass .
a determiner little adjective bit noun, singular or mass spicy noun, singular or mass but coordinating conjunction mostly adverb refreshing verb, gerund or present participle aromatic adjective and coordinating conjunction very adverb captivating verb, gerund or present participle , vodka proper noun, singular on preposition or subordinating conjunction the determiner rocks proper noun, singular
and coordinating conjunction the determiner fact noun, singular or mass that preposition or subordinating conjunction she personal pronoun chooses verb, 3rd person singular present these determiner little adjective quips noun, plural is verb, 3rd person singular present refreshing verb, gerund or present participle for preposition or subordinating conjunction her possessive pronoun character noun, singular or mass .
you personal pronoun got verb, past tense a determiner watermelon noun, singular or mass shake noun, singular or mass always adverb so adverb refreshing verb, gerund or present participle it personal pronoun is verb, 3rd person singular present refreshing verb, gerund or present participle see verb, base form if preposition or subordinating conjunction this determiner is verb, 3rd person singular present better adjective, comparative than preposition or subordinating conjunction ped proper noun, singular mark noun, singular or mass
it personal pronoun smells noun, plural refreshing verb, gerund or present participle like preposition or subordinating conjunction i personal pronoun want verb, non-3rd person singular present to to drink verb, base form it personal pronoun immediately adverb - right adverb now adverb .

Use "refreshing" in a sentence | "refreshing" example sentences

How to use "refreshing" in a sentence?

  • Jesus wants to give you five things: extravagant compassion, moral clarity, sacrificial courage, persevering hope, and refreshing joy.
    -Gary Haugen-
  • Relish love in your old age! Aged love is like aged wine; it becomes more satisfying, more refreshing, more valuable, more appreciated and more intoxicating!
    -Leo Buscaglia-
  • I like doing the comedic episodes because it's refreshing. I enjoy doing comedic things and physical comedy. It's fun.
    -Emily Deschanel-
  • When I have found intense pain relieved, a weary brain soothed, and calm refreshing sleep obtained by a cigar, I have felt grateful to God, and have blessed His name.
    -Charles Spurgeon-
  • Art is an infinitely precious good, a draught both refreshing and cheering which restores the stomach and the mind to the natural equilibrium of the ideal.
    -Charles Baudelaire-
  • Sunshine is delicious, rain is refreshing, wind braces us up, snow is exhilarating; there is really no such thing as bad weather, only different kinds of good weather.
    -John Ruskin-
  • The world is: fun, and familiar, and healthful, and unbelievably refreshing, and lovely. And it is the theater of the spiritual; it is the multiform utterly obedient to a mystery.
    -Mary Oliver-
  • [Science is] a great game. It is inspiring and refreshing. The playing field is the universe itself.
    -Isidor Isaac Rabi-

Definition and meaning of REFRESHING

What does "refreshing mean?"

/rəˈfreSHiNG/

adjective
serving to refresh or reinvigorate someone.
verb
To refill a person's glass with a drink.

What are synonyms of "refreshing"?
Some common synonyms of "refreshing" are:
  • invigorating,
  • revitalizing,
  • reviving,
  • restoring,
  • bracing,
  • fortifying,
  • enlivening,
  • stimulating,
  • freshening,
  • energizing,
  • exhilarating,
  • reanimating,
  • revivifying,
  • rejuvenating,
  • thirst-quenching,

You can find detailed definitions of them on this page.