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DaggerHappy
from Australia on 2005-10-23 04:55 [#01758281]
Points: 662 Status: Lurker
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John says: should i be taking getting my ass smacked by girls who are strangers as a good thing?
BARGHZARD!!! Zombie Worm . D-Scape (radioactive snail / new songdo) V7 says:
yeah
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grandma
on 2005-10-23 05:08 [#01758286]
Points: 94 Status: Regular
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i'd stay away from farm animals
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tridenti
from Milano (Italy) on 2005-10-23 05:33 [#01758296]
Points: 14653 Status: Lurker
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October 21, 2005 - There was no escaping the buzz that Capcom's Resident Evil 4 generated earlier this year when it launched on Nintendo's GameCube. Shortly before it hit stores, Capcom announced PS2 owners would be able to enjoy a ported and somewhat expanded version later in the year. Skeptics hissed. Fanboys guffawed. And even this reviewer cynically questioned, "How can it be done so quickly?" Nobody doubted Capcom's talents.
It was just the opposite, in fact; gamers abroad issued "wows" along with similar awestruck statements when it launched on the GameCube with the backing of incredible technical feats and fresh gameplay. However, it seemed so fine-tuned that the port to PS2 was surmised an effort recoup development costs and sell copies of the breakthrough game to Sony's much larger install base. It's unusual that a publisher successfully ports high-tech exclusives to different hardware -- let alone with any gameplay additions. And can you really fault the skepticism? After all, at one point game director Shinji Mikami himself said he'd cut his head off if it was ported to another system; he had his doubts too.
Good news: Mikami-san's head still remains firmly attached to his body and the Resident Evil 4 port has been masterfully executed. It's technically one of the best PS2 titles to date, even sporting progressive scan and true widescreen (unlike the letterboxed GCN). More importantly than that, thanks to the incredible gameplay and PS2-exclusive additions it's also one of the best PS2 titles, period. If you haven't had the opportunity to play it yet, read on and find out about the eye-opening experience that awaits you. For those who have, you'll definitely want to complete mission "Separate Ways," which you unlock only after completing the main mission, which is a meaty 20-plus hour experience.
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tridenti
from Milano (Italy) on 2005-10-23 05:35 [#01758297]
Points: 14653 Status: Lurker
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In Separate Ways, you play as agent Ada Wong, whose adventure parallels the one you just completed as Leon Kennedy; left with a lot of questions about the conspiracies at hand, you'll want to turn the pages of Separate Ways to get some answers.
Horror Survives Capcom is widely considered the pioneer of the survival horror genre, as it struck nerves worldwide when the original Resident Evil hit on PlayStation. But, it's also no secret that the formula grew tired after several sequels and spin-offs. With Resident Evil 4, Capcom set out to shatter even its own expectations. It took nearly half a decade and a lot of experiments -- one of which was transformed into the Devil May Cry franchise. This dedication has paid off with RE4. It truly delivers next-generation gameplay -- right now -- and it redefines what developers are capable of not only in survival horror or shooters, but action games in general.
The days of zombies dragging their feet are gone. So are those of primitive aiming mechanics and prerendered backgrounds which, as beautiful as they were, ultimately made it frustrating to view the action in the world. Those out-of-sight cheap scares are history, now replaced by heart-thumping action and hordes of intelligent A.I.-driven enemies. Just play the opening level of RE4. We dare you. Only moments after beginning, Capcom thrusts you into a high-stress environment with dozens upon dozens of villagers, equipped with pitchforks, knives, hatchets, and a severe hatred of your presence. Oh, and haven't you heard about the chainsaw man? The roaring sound of his gas-powered weapon is enough to make your blood curdle. If it doesn't, you will at least vocally yelp as you attempt to evade him, meanwhile managing the total, seemingly never-ending chaos of an angry mob.
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tridenti
from Milano (Italy) on 2005-10-23 05:36 [#01758299]
Points: 14653 Status: Lurker
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This is very much the point of RE4, and why we adore it so much. It produces a lasting sense of fear in you. Sure, there are still some shockers, but the bigger thrill is born out the total immersion you experience in the environments. The detail is so far beyond what most developers have been capable of -- no matter what console or PC you've owned. Enemies will come smashing through doors. The same doors you can shoot through, repeatedly breaking down piece by piece. How about you kick the door open into them, sending them flying? No, or maybe it's better to push a table in front of the door to block it, buying you more time. You have to think when you play Resident Evil 4.
While not all environments are widely open, most of them include a pretty big range of options. It may include dropping a boulder on an opponent or firing at a cart filled with explosives, which will subsequently roll down into the hordes, setting them aflame. Some of this comes way of context sensitive moments where you tap the X-button to trigger something, but plenty of it is just smart thinking. But wait, there's more. Leon now has access to an impressive range of weapons. You earn treasures along the way, sell them off, and over time you will be granted the option to buy better weapons (and sometimes differently styled weapons). Still more, you can upgrade them over a series of levels. Max them out and you'll be granted special top-end weapons.
When does it end? It's hard to say. Resident Evil 4 is one of those rare experiences that hooks you in and doesn't let go. This variety in gameplay mechanics, weaponry, and even environments gives gamers almost everything they want and more. You won't find yourself wondering why you've been forced to repeatedly backtrack through areas, experience the same weather over and over or play "stages" that are stereotypically disconnected just to look different. No, instead RE4's world is an expansive one that you will travel across as if it were one.
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tridenti
from Milano (Italy) on 2005-10-23 05:37 [#01758301]
Points: 14653 Status: Lurker
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You'll see dilapidated farming towns, towering castles, lava-filled sub-terrain, rundown factories, frozen warehouses, and so much more. From one place to the next, your jaw drops. Combined with the surprisingly serious story that Capcom has crafted, it's hard to convince yourself to put down the controller. This, too, is a new precedent for the series, which has often been backed by less than spectacular stories with out of context puzzles. Unpolished dialogue like, "I am the master of unlocking," is not something you'll hear in Resident Evil 4. There are also serious twists in the story. If you haven't spoiled what it's all about yet, you'll be in for some shocking realizations when the plot first reveals itself.
Going back to talk of puzzles, they indeed still play a part in the franchise. Relax. They're actually quite fitting, and sometimes downright cerebral. We won't ruin any, but you'll have to trust us. They help pace out the heart-crushing effect that fending off enemies has on your body. More than this, your goal in Resident Evil 4 is to save the President's daughter, Ashley. Gameplay is further broken up into stretches where you must lead her around, telling her to wait at your command (simply press R2) or hop in a trash dumpster to stay safe while you flash grenade and snipe oncoming enemies. This change in pace and style really doesn't feel forced either. Sure, you'll be glad to be rid of Ashley at points, not having to worry about her, but when you do have that responsibility you'll experience some intense gameplay moments. You've probably heard or seen the scenario which has robed enemies stealing Ashely off while you attempt to snipe them. Let us tell you, it plays every bit as good as it sounds.
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tridenti
from Milano (Italy) on 2005-10-23 05:38 [#01758302]
Points: 14653 Status: Lurker
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Having said all this, somehow still we have not covered all the highpoints RE4 has to offer. The game is painted with cinematic moments. In each chapter, there always seems to be a few grandiose battles that stand out, like being holed up in a house as stream after stream of enemies pour in through the doors and windows. But you haven't seen anything until you've seen the bosses. Capcom's been making videogames more than long enough to know that no action game is complete without huge boss battles.
As it turns out, huge is poor descriptor. Something like behemoth is better, but the best we can really come up with is unbelievable. RE4 bosses are extravagantly designed, to the point you can barely fathom how it's still running via the game engine. They are also clever, multi-tiered with a huge range of attacks. Just when you think you've got one thing figured out about them, they seem to come up with something new to surprise you. The environment also plays a big role how you strategize against them. Quite simply, they're a lot of fun and you'll be amazed as Capcom tops itself again and again as you venture from one grandiose boss to the next. The well advertised lake monster and Lord of the Rings inspired El Gigante ogre are but only a taste of what you'll square off against.
There's simply too much to put into words. This survival horror, which has truly redefined the genre, is all about its subtleties. Capcom has achieved an incredible amount of realism with this title. It's not completely perfect, but if you've been reading closely, it's packed with gameplay worth raving for. There is only a small list of things that might warrant some feelings of frustration.
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tridenti
from Milano (Italy) on 2005-10-23 05:39 [#01758303]
Points: 14653 Status: Lurker
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For example, the weapon switching system is archaically still bound to the case system from previous Evils. It becomes tedious in the heat of battle when all you want to do is tap something like the L2-trigger or D-pad to choose your weapon. It's a true flaw, but one that thankfully doesn't spoil the experience. Similarly, movement is still somewhat a half-breed of D-pad movement and real analog. You don't have the option of using a dual analog setup, where you move towards the camera point or strafe. Despite the use of the right analog as a limited camera, you are forced to do things like spin around 180 degrees by tapping down and pressing Square or Circle at the same time. These gripes are, however, dwarfed by the amazing gameplay that is available to you. You will get used to these admittedly antiquated design choices, and soon after the immersion of the world will overpower any thoughts you might have had about modern control styles.
Tailored for PlayStation 2 Resident Evil 4 offered up absolutely stunning visuals on GameCube. While skeptics may have chattered it couldn't be pulled off on the PlayStation 2, they will now find themselves eating their words. Well, mostly. The beautiful art direction of RE4 is kept intact, and while there have been sacrifices on the PS2, they are minor -- just like any other indiscretions in the game. Textures have been dumbed down and lighting, a relatively big player, is not quite as impressive.
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tridenti
from Milano (Italy) on 2005-10-23 05:40 [#01758305]
Points: 14653 Status: Lurker
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However, the framerate, even in the true widescreen mode with progressive scan on, is almost always 30 (although certain heavy effect areas will stutter). Capcom, who is no stranger to PS2, really stretched its resources, which makes RE4 one of the prettiest to hit the console yet.
There are signs of porting, it's true; for example, high contrast areas where light and dark plays off of each other are slightly less moody. This is only apparent to those that played it on GameCube, however. And to that point, this title is still breathtaking. It's very rare to see a game with such masterful art implementation, which is important to consider as it is often the very reason you can't wait to see the next area.
Beyond the technical feats, Ada's new Separate Ways mission is a real treat for gamers. Only after dedicating some serious time to the main mission and beating it will you unlock it, but once you do you open the way to learn more about the story than any GameCube RE4 player could have. Furthermore, there's even a custom-made new area that Capcom created just for RE4, making the mission more than just a simple sidequest through the same areas. The execution and presentation of this mission is quite detailed. As Ada, you'll have access to a more advanced stash of moves (like a grappling hook) and weapons, and you'll even have objectives that take place in the same time and space as Leon's. In the opening chapter, for example, you'll actually hear the chainsaw man chasing him down in the distance, and you'll find out exactly why those villagers clear town after the church bell rings. Interested? We thought so. It's a fine addition and reward for dedicated players.
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tridenti
from Milano (Italy) on 2005-10-23 05:41 [#01758306]
Points: 14653 Status: Lurker
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Closing Comments Resident Evil 4 shocked me in so many ways when it launched on GameCube, and it continues to do so with this PlayStation 2 edition. Capcom has truly given it tender loving care. The lengthy development time has transformed the title into a true masterpiece that really makes you appreciate the level of detail that can be achieved in videogames. Things like shooting the weapons out of the hands of enemies, or perhaps even in mid-air is a rarely seen level of depth. And so even as I went back and played RE4 on PS2, I felt so drawn into the world it was hard to take a break from the action. This is what Resident Evil 4 is all about, and if you haven't played it yet you absolutely must. It's easily one of the top 10 PlayStation 2 games you can lay your hands on. For me, it's probably one of my top 10 games of all-time. There's so much to enjoy, and even though PS2's visuals aren't quite as good as they were on GCN, my jaw still drops at the art design and how immersive the worlds are.
You have to play this game. If you haven't, stop hesitating and do it. And don't go getting distracted, because the worlds just keep changing and wowing you. The idea of the "village" is but a fraction of what RE4 has to offer. If you have played it on GCN, well, whether you buy it or rent it, you'll want to play Separate Ways. It provides a great amount of closure on the conspiracies that you only get a glimpse of during Leon's quest.
This is easily deserving of our editor's choice award. Any difference in scores between PS2 and GameCube is simply a matter of reviewer preference as well as the minor porting setbacks and stiff competition on PS2. Nonetheless, still a must-have title.
IGN's Ratings for Resident Evil 4 (PS2)
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obara
from Utrecht on 2005-10-23 05:58 [#01758313]
Points: 19368 Status: Lurker
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4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 55P 09P 01N 06 02P 16P 18P 18P 19P 19P 02 01 01 01 14 14P 1 1N 04 04P 03N
13P 07P 18P 18 49P 49P 53P 49P 25P 16P 16HN 17P 17P 44N 44 34P 34N 34
20P 18 32HN 46P 34 30 17$N 31 44P 26P 34P 33$N 49N 46P 32 46N 35 50 47H 46P 50P 48$ 58N
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obara
from Utrecht on 2005-10-23 05:59 [#01758314]
Points: 19368 Status: Lurker
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4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 55P 09 01N 06 02 16N 19 19 19N 19 02 01 01 01 14 14 11N 04 04 03N
13P 07 18 18 49 49N 49 49 26P 16 16N 16 17 44N 44 34 34N 3 4
20 18 32N 46 35 30 31 31 44 26P 34 47 48N 46 46 46N 35 50 50 58N
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obara
from Utrecht on 2005-10-23 06:00 [#01758315]
Points: 19368 Status: Lurker
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4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 36 12 14 11 12 08 08 08 08 08 02 02 02 02 06 06 06 02 02 08 32 35 23 25 23 23 23 23 23 14 14 14 12 21 21 22 22 22 25 52 47 35 38 38 38 38 38 39 26 26 26 22 36 36 42 42 46 48 59 47 53 53 53 53 53 54 38 38 38 36 51 51 59 50 50 50 41z 51
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Dozer
on 2005-10-23 17:40 [#01758844]
Points: 1234 Status: Regular
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While putting up flyers for the International Chiptune Resistance show at The Tank this coming Saturday, Nullsleep and Bit Shifter were approached by two plainclothes police officers, arrested, handcuffed, informed that "a cleaner New York is a safer New York," and taken to the NYPD 9th Precinct police station for processing and a nice stay in the NYPD's luxurious high-security accommodations. Stripped of belts and shoelaces (to prevent suicide by hanging), the police missed Bit Shifter's camera/web-phone, allowing exploitation of some irresistible photo-op moments, as well as a unique opportunity to set Bit Shifter's AIM away message to "I'm in jail."
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Rostasky
from United States on 2005-10-23 18:30 [#01758912]
Points: 1572 Status: Lurker
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Frank handed us each a drink and I nervously downed mine and continued to look around. I watched, getting hotter by the moment, as I saw a gladiator eating a dominatrix while she fingered the nun sprawled next to her and bucked her hips up against his mouth as she came. I was breathing fast and shallow as I felt the glass taken from my fingers and another replace it. I downed this drink as fast as the first one, trying to cool down. Frank leaned close in, asking me again if I wanted to go back upstairs. I looked at Teddy smiling knowingly at me and said, 'No sir, if it pleases you to stay here, then I want to stay.'
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giginger
from Milky Beans (United Kingdom) on 2005-10-24 01:48 [#01759059]
Points: 26322 Status: Regular | Show recordbag
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which is hidden for what reason?
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Ceri JC
from Jefferson City (United States) on 2005-10-24 01:48 [#01759060]
Points: 23533 Status: Moderator | Show recordbag
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Copyofcre8dbDRA.sql
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Gwely Mernans
from 23rd century entertainment (Canada) on 2005-10-24 01:54 [#01759062]
Points: 9856 Status: Lurker
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refractions in the plastic pulse says: get a hold of sheila? Had a blast at the WCMA's!!!! says: I didn't call her yet
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obara
from Utrecht on 2005-10-24 06:07 [#01759173]
Points: 19368 Status: Lurker
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It was pressed on clear vinyl, packaged in a clear sleeve, with a clear plastic lyric insert. The black X-ray of a fist on the cover graphically illustrates the hard core music contained in the grooves, an amalgamation of electronics, rock, tape edits, acoustic guitars, musique concrete, and industrial angst. The level of imagination is staggering, the concept is totally unique and it's fun to listen to as well.
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evolume
from seattle (United States) on 2005-10-24 13:11 [#01759623]
Points: 10965 Status: Regular
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it gives me a warm vibrating feeling all through your guttywut
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Dozer
on 2005-10-24 13:22 [#01759642]
Points: 1234 Status: Regular
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DATES :
OCTOBRE: 01 - Strasbourg – festival Ososphere 07 – Grenoble – festival Rocktambules 08 – Aubagne (13) - Les Escales – Festival Cinema 14 – Paris - RADIO NOVA – Nuits Zébrées – La Scène 14 – Paris – Limelight 15 - Lyon - Ninkasi Kafé 21 – Nancy Jazz Pulsations – Hublot et after au magic Mirrors
27 - Paris – Nouveau Casino 28 – ST-Brieuc - Cité Rap 29 – Sannois (95) - EMB NOVEMBRE : 05 – Festival Roots Dans La Vallée 08 – Paris Les Halles – showcase Forum Fnac 10 – Orleans – Bassmassive@Astrolabe 12 – Paris – Triptyque - Soirée Chiennes Hifi 16 – Paris - RATP Urban Lab 17 – Paris - Glazart 18 - Le Mans – festival Be Bop 19 – Le Mans – festival Be Bop 23 - Paris – Rex Club DECEMBRE: 02 – Beauvais – Festival Cyclotheque@l’Ouvre Boîte 03 – Paris – L’Alimentation Generale 15 – Lorient – Cabaret Nova 10 – Transmusicales de Rennes – Grand Hall 9 17 – Albi - Winter Festival 24 - Chine - Pekin
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epohs
from )C: on 2005-10-24 13:33 [#01759659]
Points: 17620 Status: Lurker
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Andy Milonakis
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uzim
on 2005-10-24 13:53 [#01759699]
Points: 17716 Status: Lurker
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marionnettiste
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giginger
from Milky Beans (United Kingdom) on 2005-10-24 13:59 [#01759704]
Points: 26322 Status: Regular | Show recordbag
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#content #testlist { list-style-type:none; margin:0; padding:0; } #content #testlist li { width:200px; font:13px Verdana; margin:0; margin-left:20px; padding-left:20px; padding:4px; cursor:move; } div.dropmarker { height:6px; width:200px; background: url(/images/dropmarker.png) left top; margin-top:-3px; margin-left:-5px; z-index:1000; overflow: hidden; }
Lorem ipsum dolor sit amet consectetur adipisicing elit sed do eiusmod tempor incididunt ut labore et dolore magna aliqua
Sortable.create('testlist',{ghosting:true,constraint:false} )
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010101
from Vancouver (Canada) on 2005-10-24 15:47 [#01759852]
Points: 7669 Status: Regular
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Dear Jane,
I know the counsellor said we shouldn't contact each other during our "cooling off" period, but I couldn't wait anymore. The day you left, I swore I'd never talk to you again. But that was just the wounded little boy in me talking. Still, I never wanted to be the first one to make contact. In my fantasies, it was always you who would come crawling back to me. I guess my pride needed that. But now I see that my pride has cost me a lot of things. I'm tired of pretending I don't miss you. I don't care about looking bad anymore. I don't care who makes the first move as long as one of us does.
Maybe it's time we let our hearts speak as loudly as our hurt. And this is what my heart says "There's no one like you, Jane." I look for you in the eyes and breasts of every woman I see, but they're not you. They're not even close. Two weeks ago, I met this girl at Flamingos and brought her home with me. I don't say this to hurt you, but just to illustrate the depth of my desperation.
She was young, maybe 19; with one of those perfect bodies that only youth and maybe a childhood spent ice-skating can give you. I mean, just a perfect body. Tits like you wouldn't believe and an bottom that just wouldn't quit. Every man's dream, right? But as I sat on the couch being blown by this stunner, I thought, look at the stuff we've made important in our lives. It's all so superficial.
What does a perfect body mean? Does it make her better in bed? Well, in this case, yes, but you see what I'm getting at. Does it make her a better person? Does she have a better heart than my moderately attractive Jane? I doubt it. And I'm never really thought of that before.
I don't know, maybe I'm just growing up a little. Later, after I've tossed her about a half a pint of throat yogurt, I found myself thinking, "Why do I feel so drained and empty?" It wasn't just her flawless technique or her slutty, shameless hunger, but something else. Some nagging feeling of loss. Why did it feel so incomplete? An
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tridenti
from Milano (Italy) on 2005-11-03 08:29 [#01768713]
Points: 14653 Status: Lurker
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Boards of Canada’s first album, Music Has the Right To Children, was my entry into beat-driven electronic music. Having cut my teeth on the thorny but rewarding complexities of Stockhausen, Berio and Xenakis, it was refreshing to soak up BOC’s surrealistically sunny vibe, an ordered miasma of scenically rhythmic ambiances where the innocently familiar and the mildly alien regularly switched places, creating a universe that was never too unfriendly and often achingly beautiful. Melody was a primary component of the Scottish duo’s allure; they managed to spin out tunes that sat just above any background harmony, the two elements joining forces at key moments of stunning clarity. Geogaddi continued the trend, and that disc’s major distinction lay in the heavier background material that so often surged to the fore, still never eclipsing any of the disturbingly otherworldly melodic musings.
On The Campfire Headphase, their third full-length, melody has all but evaporated. We are left with the underpinnings of a Boards of Canada disc, the intricately woven tapestry of sound that has always supported the trademark “phat beetz.” If the sonic stew that remains morphed, ebbed and flowed as on previous efforts, this new aesthetic might have worked nicely; unfortunately, it happens far too rarely. This might result, in part, from the inclusion of readily identifiable guitar tropes, sometimes altered but often nakedly “authentic.” On “Satellite Anthem Icarus,” some six-string hero or other handles both melody and rhythm, lending a certain dominant monochromaticism to whatever else ensues. The same is true of “Chromakey Dreamcoat,” and the minor sample manipulations do not generate enough interest to carry the track.
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tridenti
from Milano (Italy) on 2005-11-03 08:30 [#01768714]
Points: 14653 Status: Lurker
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“Dayvan Cowboy,” however, is a jaw-dropping indication of what The Campfire Headphase might have offered if innovation was placed front and center. Commenced by a huge slow but clean mass of guitar shoegazery, the track swells and intensifies; a well-placed tambourine thwacks and jangles, accentuating and offsetting simple melodies in the manner of Spaceman III or Ride at their best. The rhythm fades and disappears, followed by a chorus build and jump-cut to even cleaner and “straighter” guitar contemplations before the rhythm kicks back in again with distorted vengeance, never repetitious for more than a few seconds. This is not the BOC I’d come to know, but a more powerful beast aware of a broader historical and sonic perspective.
“Dayvan Cowboy” is almost worth the price of admission, but it makes the remainder of the album seem derivatively “New Age.” It’s the only five minutes out of 62 where the group becomes more, or other, than they have been, and the transformation is revelatory and contextually disheartening. Often beautiful but almost never more than superficially engaging, the rest of the disc rehashes the mellow dream-time orchestrations of BOC’s past while adding nothing to its legacy, and the only switch that occurs is when vague interest is replaced by somnolence.
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bob
from Nottingham (United Kingdom) on 2005-11-03 08:31 [#01768715]
Points: 4669 Status: Lurker
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xxxxxxxxxxxxxxxxxxxx
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obara
from Utrecht on 2005-11-06 11:06 [#01771353]
Points: 19368 Status: Lurker
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boom box boom box boom box im starting to make customized ones soon as pos fully intend to shite upon the all the electrical manufacturers with my design,,all wooden casing,all the sound inputs/outputs u could possible dream of,8 band eq,100watts power subs mids trebles,built in wall chargable battery+mains,pop out switches and target lites like on decks,md cd internal storage and i pod cradle, power
output with voltage selecter/changeable heads tuff handles and strap rain proof and allmost unbreakable. ive just got sick of the fact all the modern ghetto blasters are a load of crap and the 80s ones are" retro "and selling for a fortune still with a unsatifactory volume to em. solution combine my sound and carpentry skills with a frends electronic genious and boom box for the year 2006 xlt will be the first to see one and ill be offering one as a prize,hope you dont c this as jus hype PEACE
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tridenti
from Milano (Italy) on 2005-11-06 11:10 [#01771356]
Points: 14653 Status: Lurker
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News: Resident Evil DS Special Pack! Posted by Tphi - Nov 6th 2005 11:26
----------------------------------------------------------- ---------------------
Head inside to see what Japanese gamers will be getting if they buy the upcoming Resident Evil: Deadly Silence special pack. Luck so-and-sos...
Not only do Japanese gamers get the game before anyone else, they also get a special pack to go with it! Inside, alongside a copy of the game, they'll find a limited edition case, a custom DS thumb/wriststrap complete with S.T.A.R.S. logo, and a special binder, whatever that'll look like.
Importers, if you're interested, get your orders in now!
Source: DS-x2
[More on Resident Evil : Deadly Silence] ----------------------------------------------------------- ---------------------
Want to comment on this news? Join the discussion here
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ToXikFB
on 2005-11-06 11:11 [#01771359]
Points: 4414 Status: Lurker
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no.
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Fah
from Netherlands, The on 2005-11-06 11:14 [#01771362]
Points: 6428 Status: Regular
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http://www.yomirecords.com/music/Fah/1.mp3
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tridenti
from Milano (Italy) on 2005-11-06 11:15 [#01771364]
Points: 14653 Status: Lurker
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Nice to see you, tridenti.
F.A.Q My favorites Edit your account Logout november donations $40 Now online (31) tridenti vlari redrum tolstoyed ToXikFB hanal r40f obara bob chambre noire FlyAgaric QRDL Jaser daniel nacmat stilaktive Phobiazero Zeus plrtzglrb avart Dannn_ Phresch Key isnieZot BrainKidd meldo Dozer bogala thodob clint mimi ...and 8 guests
Last 5 registered data me cedrizm daniel Baby John mebeno
Browse members... Members 4070 Messages 1754535 Today 315 Topics 82226
More stats... andor sort byrankdate Web xltronic.com Messageboard index | Reply | Fav+ 1 - 250251 - 500501 - 581
Oldest messages first!Newest messages first! The Ctrl-V thread big from mumuland (Netherlands, The) on 2004-02-24 04:22 [#01086515]
Points: 12438 Status: Regular | Show recordbag
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obara
from Utrecht on 2005-11-06 11:20 [#01771366]
Points: 19368 Status: Lurker
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Lost in the mind of a Lunatic
11/6/2005 9:40:00 AM
i want to stick penut butter in your butt and lick it out.
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Dozer
on 2005-11-06 13:01 [#01771443]
Points: 1234 Status: Regular
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Bending and hacking are just new names to describe the urge to customise technology, an urge which is arguably as old as technology itself. Some people will never think to use a piece of technology for any purpose other than the manufacturers intended one. For others, their first thought on encountering a new piece of technology is ,’What else can I make this thing do?’
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obara
from Utrecht on 2005-11-06 13:10 [#01771448]
Points: 19368 Status: Lurker
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He describes his wild, romantic electronic pop music as "antique futurism", a "style orgy" that sounds like nothing you’ve heard before.
Aliases: Jackson
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Dozer
on 2005-11-06 13:17 [#01771455]
Points: 1234 Status: Regular
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Aujourd’hui c’est la journée nationale du baiser, si tu envoies cette lettre à 10
personnes en 10 minutes ton amoureux t’embrassera!
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vcxz
from currently N.I. on 2005-11-07 14:12 [#01772261]
Points: 413 Status: Lurker
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hmm. http://www.salamifighting.com/
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epohs
from )C: on 2005-11-07 14:14 [#01772264]
Points: 17620 Status: Lurker
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lymphocytes
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tridenti
from Milano (Italy) on 2005-11-07 14:18 [#01772267]
Points: 14653 Status: Lurker
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I recently had the chance to spend some time with Tony Hawk's American Sk8land (DS), Vicarious Visions' handheld spinoff of Neversoft's Tony Hawk's American Wasteland (PS2, Xbox, GCN, X360). I was also able to chat for a bit with Vicarious Visions CEO Karthik Bala, who explained some of the considerations and decisions that went into developing the game for DS.
Traditionally, the handheld counterparts to Neversoft's venerable skating franchise have been handled by Vicarious Visions--and, like, the full console Tony Hawk games, once they got the formula nailed down they didn't change it up too much. Since Tony Hawk's Pro Skater 2 on Game Boy Advance, each iteration of the series has seen another GBA version living up to the high standard of quality set by the original game (though Shaba Games also produced Tony Hawk's Underground 2 Remix for PSP). That's not necessarily changing this time around; Vicarious Visions is still developing another GBA Tony Hawk title, but for Nintendo's newer DS hardware, the studio went back to the drawing board. Among other reasons, the game is particularly notable for being the first third-party title to make use of the upcoming Nintendo Wi-Fi Connection online service, and the second overall after Mario Kart DS. Make sure to read onto the second page of this preview for the most comprehensive look at the online features of Tony Hawk's American Sk8land you'll find in any preview."This is something of a departure from our previous handheld [Tony Hawk titles]. We wanted a new experience for DS from the ground up," said Bala. Early on, the game divorced itself from the Tony Hawk's American Wasteland name. From a fundamental gameplay perspective, however, fans of the home console versions of Tony Hawk will feel a lot more at home with American Sk8land than they might with the GBA versions. The game is set in a full 3D world, and plays like you'd expect a full Tony Hawk experience to play. That said, the game does not quite continue in the tradition of the last few Tony H
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tridenti
from Milano (Italy) on 2005-11-07 14:21 [#01772272]
Points: 14653 Status: Lurker
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Tony Hawk's American Wasteland name. From a fundamental gameplay perspective, however, fans of the home console versions of Tony Hawk will feel a lot more at home with American Sk8land than they might with the GBA versions. The game is set in a full 3D world, and plays like you'd expect a full Tony Hawk experience to play. That said, the game does not quite continue in the tradition of the last few Tony Hawk games, with their increasingly involved story elements. Rather, the game very much harkens back to the days of Tony Hawk's Pro Skaters 1-4. This is in part because one design principle of Sk8land, reached after looking over the series and at what players most enjoy, was in Bala's words: "Never get off your skateboard."
To that end, the game is much more streamlined than its current-day cousins. You can ride around talking to everybody, picking up missions while working through the levels, or you can simply choose from your list of goals. It does exactly what a handheld title should do, which is what the DS is rapidly becoming known for as a solid portable gaming platform: the game is straightforward and accessible enough that it can be picked up and put down quickly if time is not permitting, but it is also deep enough to sustain play for hours at a time. And believe me, I should know. I was left alone with the game for a few hours, and I passed up the opportunity to play the next game at the preview event because I was still engrossed in Sk8land. Of course, the next game was Shrek SuperSlam, but you get the point.
American Sk8land is rendered in a flat-shaded style that allows a fully 3d world to run at a constant smooth 60 frames per second on DS hardware, while still looking very attractive. As with many games using that visual technique, the game looks much better in motion than it does in still screenshots, which tend to emphasize jagged edges.
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tridenti
from Milano (Italy) on 2005-11-07 14:22 [#01772274]
Points: 14653 Status: Lurker
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I had a Tony 2 flashback when instinctively executing a Kickflip to Indy, which has got to be the absolute slowest trick of all time but which for some maddening reason is solidly ingrained into my fingers' muscle memory. I couldn't even tell you what the button combination is, I just know it's responsible for innumerable lost points and hundreds of wipeouts. All the skateboard tricks from the entire series are present in the game, as well as the additions from American Wasteland such as Natas Spins, Bert Slides, and some new types of transfers. The game also features the slow-motion Focus Mode found in Wasteland, used after filling up your Focus Meter by completing combos. When in focus mode, the game applies a well-executed motion blur effect. The second screen has a variety of uses throughout the game. Most of the time, it contains your level map, as well as your current objectives. If you bail while in the midst of a particularly high scoring combo, you'll go into Freak Out! mode, during which the screen presents three cylinders which quickly rise and fall. Tapping them all at their peaks will allow you to save at least some of the points you would have otherwise lost. Once you mess it up once, you'll understand how it works. There's also an interesting touch screen feature that makes special moves (which are generally more difficult to remember than regular tricks) more accessible to Tony newcomers. When your character's special meter is full, icons will appear on the touch screen corresponding to the various special moves available to you at that moment, if any. Touching an icon will execute that special move. Tony enthusiasts will probably find little need for the feature, and of course special moves can still be performed manually. The touch screen is also used for the Create-A-Skater mode, long a staple of the franchise. After configuring your skater's clothing, haircut, and so on, you can draw your own pattern to adorn your deck, and you can create a custom graffiti tag.
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tridenti
from Milano (Italy) on 2005-11-07 14:24 [#01772275]
Points: 14653 Status: Lurker
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The game's storyline itself is somewhat inspired by the 80s punk setting of American Wasteland, but Sk8land puts much more of a tongue-in-cheek spin on it. Bala explained the aesthetic by comparing the game's story to cheesy 80s cartoons--"You know how in the 80s, even Mr. T had his own cartoon show?" Stylistically, the semi-animated storyboard-like cutscenes are very similar to those of the recent Ultimate Spider-Man (DS), also by Vicarious Visions, though the artwork in this game is more evocative of cartoon animation than the superhero comic book style. Like the console game, Sk8land still has you building a skate park by completing various missions, but this game's cutscenes are filled with cameos from the huge roster of professional skaters Tony Hawk games are known for, each of whom recorded their own voiceovers for their in-game selves. Unlike American Wasteland's fictional gang of rag-tag counterculture skaters, the story in Sk8land is driven by Tony Hawk himself, who "discovers" the player and employs him to help rebuild an old indoor skate park that has fallen into disrepair. Longtime Tony veterans will recognize the arena as the classic Warehouse level from back in the day.
Though the only mission-based level I got to explore in much depth was the first one, Bala was quick to note that "the levels are just huge." The game makes use of streaming technology to allow for larger levels than one would expect on the DS. Unlike American Wasteland, which is set solely in Los Angeles, Sk8land features locations from around the state of California--again, more in line with the varied environments of older Tony games. There's a Classic Mode too, which is pure old-school Tony; you have a time limit during which you must complete various goals--achieve high scores, collect letters, and so on.
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Drunken Mastah
from OPPERKLASSESVIN!!! (Norway) on 2005-11-07 14:28 [#01772278]
Points: 35867 Status: Lurker | Followup to : #01772276 | Show recordbag
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that's an answer and not a cut-n-paste job, right?
tridenti: did you have that copied before you entered the thread, or did you have that copied for any other reason than entering the thread?
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epohs
from )C: on 2005-11-07 14:29 [#01772279]
Points: 17620 Status: Lurker
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lymphocytes
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giginger
from Milky Beans (United Kingdom) on 2005-11-07 14:30 [#01772280]
Points: 26322 Status: Regular | Followup to Drunken Mastah: #01772278 | Show recordbag
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Yes. That's right. It's time to interrupt the thread once again because someone didn't get the fucking IDEA!
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Dozer
on 2005-11-07 14:35 [#01772285]
Points: 1234 Status: Regular
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http://www.nanoloop.com/hdr.html
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plaidzebra
from so long, xlt on 2005-11-07 14:40 [#01772287]
Points: 5678 Status: Lurker
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unable to reach subject
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tridenti
from Milano (Italy) on 2005-11-07 14:41 [#01772288]
Points: 14653 Status: Lurker
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600
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giginger
from Milky Beans (United Kingdom) on 2005-11-07 14:43 [#01772291]
Points: 26322 Status: Regular | Followup to tridenti: #01772288 | Show recordbag
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Look, this just isn't working. I'm going to have to set virginpusher on you.
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