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274: Spoiled Rotten
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"Spoiled" and "ruined" are not synonyms when it comes to videogames. Learning a game's secrets in advance merely opens up new ways to appreciate the experience.
There is certainly something to be gained by playing a game, watching a film or reading a book when you know the twist but there is also something to be gained by experiencing it NOT knowing. To say that spoliers ruin the experience might not be completely true but they only allow you to experience it one way. For those of us who enjoy the surprise I think that spoliers are just that, if the game/film/book was worth the effort then it is a joy both the first time and then again with a new, more informed, outlook. To know the twist without having played the game I think that you're missing out on half the fun.
Spoiler tags please, now I know how Shadow of the Colossus ends.
I completely disagree with your premise. You say that you gain hours of enriched experience by being spoiled by sacrificing the split second of surprise, but your experience wasn't so much "enriched" as "different." Knowing Vader is Luke's/Leia's father brings a whole new light into all of their interactions, yes. Watching Star Wars again after that discovery is practically a whole new experience. But NOT knowing isn't just about the surprise, it's about the subtle details leading up to the surprise. It's about the limited 3rd-person perspective given to the viewer so they can experience the journey with the protagonists.
I remember reading Into Thin Air (a good book) and being incredibly frustrated when it started with the equivalent of, "But most of us would die before we got off the mountain." Without giving me that information, it would have been a great book. I would have been able to share in the trials getting up Everest, the triumph at finally reaching the summit, and, finally, the despair, horror, and confusion as people died coming down. Instead, the trials seemed irrelevant; reaching the top only meant people would start dying soon; and the despair, horror, and confusion was nonexistent, I'd prepared myself over the past 200 pages. The spoiler had inoculated me against feeling any strong emotion while reading the book.
Further, spoilers ruin Fridge Brilliance. Knowing Luke and Leia are siblings will cause a squick when you watch Empire Strikes Back. NOT knowing will cause a squick after watching Return of the Jedi when you remember that they kissed earlier. Which is the better experience? I prefer Fridge Brilliance.
Finally, as theexhippy said, you can only experience the game/book/movie in one way: knowing the end. By not being spoiled you can have it all: the experience of not knowing, and the suspense/surprise associated with it AND the experience of knowing when you play through again to see all the subtleties that led up to the twist.
Back when Roger Ebert said games weren't art, there was a lot of argument about what, exactly, constituted art, with a strong faction saying art evoked emotion. In my mind, spoilers ruin the emotional experience. In my mind, spoilers are the equivalent of painting a mustache on the actual Mona Lisa, taking a sledgehammer to the Taj Mahal, or burning 80 frames, at random, out of the last copy of A New Hope. In my mind, spoilers destroy art.
I agree with you 100% on Bioshock. I just recently got around to playing it myself and I knew what was coming, but I appreciated it even more because I got to look at everything in that light. I took note every time Atlas asked me to "kindly" go to the next section, etc.
While I'm on the subject, did anyone else think that the execution of Ryan's death ran completely and utterly contrary to the point they were trying to make about the nature of the player's role in the game experience? I loved the point they were trying to make and how much they set it up, but I hated hated hated the execution of it.
Its really useful when someone not only gives my argument for me, but does it far better then I could as well.
I like the last sentiment that the discovery is when things begin. But in that vein I want to discover things for myself and then let my own journey through a game begin in that sense. When these stories are written there is a time in which the gamer is supposed to find certain moments. Finding them for yourself is far more rewarding then having someone else hand them to you.
Why read a mystery novel if you know then end. Or when people were running around giving the ending to the harry potter books after each one came out. Sometimes people are being helpful and sometimes its malicious. either way, if someone isn't asking for a plot point then I don't think you should ram it down their throat.
When it comes to story, it depends on whether the the story has a "reveal" or not. There is no real spoiler in telling someone that Frodo is going to have to destroy the Ring, or even that the Ring will be destroyed. These things are assumed. However, knowing HOW the Ring is destroyed sort of ruins any edge-of-your-seat intensity that the ending of Return of the King might induce.
Similarly, when I played FF7 I already knew that Aeris was going to die. Therefore, that great moment that so many people cite as shocking and sad... I felt nothing, because I had played the whole game expecting her death. It was just a matter of not knowing when. Thus, I invested no emotion (or resources) into her. And while the ending of FF10 was still powerful, I wish I hadn't already seen it a few years before I played it. The "death" of Kerrigan, on the other hand... that was shocking, sad, and her subsequent rise left me hoping the entire game that she would choose redemption or freedom from the Zerg.
Bioshock, by the way, is a terrible example for me, only because as I was playing it I said to my friend "Video-game logic says that Atlas will either die or turn out to be an asshole." Having played System Shock 2 probably didn't help to make that any kind of surprise.
Story based issues aside (I'll agree spoiling yourself can ruin a good moment meant to be a harsh punch to the gut ie: the death of Aerith) the game experience is always different the second time through, or when you use a guide. I think we've all inadvertantly wandered intoa boss fight unprepared becaue we didn't know it was coming up, or blew through our ammo supply not knowing there was more to come, or conversely foolishly tried to conserve ammo when the game was either almost over or at a point I'd lose it all anyway. One notable time for me was Resident Evil Code Veronica where near the end of the game you go back to playing Claire instead of Chris. I didn't know Clair's scene was short and took all my good weapons with me, leaving me with Chris fighting the end boss with a few handguns. The next time, I didn't do that.
This doesn't deflate the enjoyment of a game knowing what's coming, but the unexpected and the unkown change our tactics from trying to be adaptable to whatever may come, to always being prepared for the situation coming up. I just find it more exilerating to avoid a death trap I didn't know was there than to avoid it because I know it's coming.
But it closes off maybe the most important "way to appreciate the experience".
I hate having things spoiled, whether it's story or gameplay elements, because things are always more interesting when you don't know they're coming or you don't have the solution ahead of time.
Right there is where I stopped reading (see: ragequit).
I would not have been able to enjoy Mirror's Edge nearly half as much without story. Without motivation. When I play a game, no matter how linear, I get into character. If I have no character to get into, unless it's multiplayer, I don't enjoy the game or get immersed. (EDIT: Unless it's a game like Serious Sam which is so filled with self parody and hilarious events that immersion isn't neccessary to have fun. See: older games. That rarely, if ever, works for newer games. Maybe Duke Nukem Forever...) If I know whats going to happen to the character, I feel like I've given the character some form of precognition, and although I can still enjoy the game (I've played through many games multiple times) I still don't enjoy it half as much as I would if I was surprised.
A good example is Alan Wake. I barely kept an eye on that game when it was in development. But around the time it was finally coming out, I was itching for a good, scary story. So I decided to gamble... I bought the game with such little knowledge about it that I barely understood the mechanics of the game. And you know what?
I fucking LOVED it. Entering his world with no preconcieved notions about how it would play out, mechanically or narratively, made me so immersed in the game that I could only play one episode a night and only after dark.
Now that I've beaten it, I can still enjoy it, but not nearly as much. And do I regret buying the game? Do I feel that the game wasn't really that good to beging with? Do I feel the experience is worth less?
Fuck no. That's like saying the impact of a movie like Star Wars isn't worth nearly as much because everyone knows that (SPOILER ALERT!) Darth Vader was Luke's daddy.
And as for him saying that video games weren't meant to tell a story? That they're meant for the player to tell their own story? In all honesty? Fuck that guy. Fuck him and everything he stands for. The amount of games that really allow a player to tell their own story are slim to none.
People tell me that Fallout 3 is a game like that. Wrong. Wrong, wrong, wrong, wrong, wrong. Bullshit, I say! Why? Because your character is given reason for leaving the vault. No matter what, no matter who you are, unless you completely detatch yourself from previous events, killing the opening of the game (or unless you mod it on PC, which makes it much more understandable) the character you create in Fallout 3 will forever be reminded of his missing father, whether it be by the concience of the player or the little quest marker in your whatever-that-armpad-computer-was-called (the name escapes me). That in and of itself makes every possible character that could come from that vault a predetermined character. This doesn't make it any less the player's creation or anything, and I'm not saying the player won't be partially telling his own story of wasteland justice. It's just that games, no matter how free roaming they may seem, will ALWAYS have some linearity to it, whether it be backstory, a built in motive, or the outcome of an event.
And again, this doesn't make the experiences any less worth it. My favorite games are the most linear you can get, and I feel more immersed in them than I ever did with Fallout 3 or Oblivion or any game like it.
But, hey... maybe it's all in my head, and I'm just one insanely immersive gamer that thinks too much on these things. Who knows?
EDIT: I could only imagine the saying "it's not the destination that counts, it's the journey" came up at some point when this article was being written, whether it's in there or not (seriously, I stopped reading it).
For the record: I hate that stupid saying so... fucking... much... what's the point of an exciting journey if the destination isn't nearly as important as what you go through to get there? The resolution should be just a breathtaking as the climax in it's own way. Bah... I'll stop now.
I can agree with the idea that playing a game knowing its plot is not a ruined experience, even if its for the first time. As you say, Bioshock is a case in point - the first time through was fantastic, plot and all, but the second time allowed me to appreciate the nuances in the writing, admire the level design, listen closer to the music and stare out of the windows onto the strangely beautiful city outside. Its only my opinion, but the first playthrough of plot-driven games is about the story with all other elements serving to drive it on, whereas the second allows for a different experience, perhaps a greater appreciation of the work of the developers.
However, I disagree with some of the things the author of this article mentioned. Firstly, just because a spoiled game is a great experience doesn't mean that it becomes equal to an un-spoiled experience in terms of its emotive power. Again, this is just an opinion, but that first playthrough with the plot's secrets intact is the thing that makes me really love a game. Subsequent playthroughs can expand on that, but they could never have built up the connection in the first place, for me at least.
I also have an issue with the final paragraph, which seems a little ridiculous. Saying that without spoilers, 'anyone could have been Luke's father' is absurd. The comparison of a person wary of spoilers to a child leaving their Christmas presents unwrapped is a completely broken analogy - it suggests that a viewer would pause the DVD of the Empire Strikes Back just before Vader's revelation because they can't bear to know what it is and would rather remain in the dark (if they somehow knew when in the film said revelation happened). Maybe I've misunderstood the writer's meaning, but this statement is just ridiculous.
Spoilers are bad when revealed outside of the game's story. When revealed in it, they are (when well-executed) powerful moments of real emotive impact. There is still merit in playing a game where you know the story (I agree with this) but everyone should have the chance to have that first playthrough without knowing the plot. Which is why I'm disappointed that this article contained spoilers for Shadow of the Colossus, a game I haven't played but would really want to. I'm glad to hear the author's views about spoilers, but not to have them subtly imposed on me.
Actually, it was, but opposite of how you're taking it. Spoilers ruin the journey so they can get you to the destination faster. If the destination's the only important part then you'd want the spoilers so you could get to the destination. People who want the journey don't want to be spoiled.
As far as the actual merits of the statement... both are important. A lame journey means the vast majority of the experience is terrible. A lame destination means the journey was pointless.
Good God! You could not be more wrong! Especially talking about Bioshock. I'm sure that you had an enjoyable experience anticipating the big reveal. There is definitely a lot of value in going back through the game to experience all of the subtle clues that become meaningful when you know what is behind them. But playing through it unspoiled was an amazing experience.
The reveal turns all of your previous motivations and interactions with Atlas to ash. More than that, it turns all of the standard linear gameplay into vital plot points that the player was too blind to see. It then gets reinforced when the only way to continue it to kill Ryan, even if the player doesn't want to. The lack of free will that all games enforce to some extent is thrown back in the player's face with the message, "Even you, in the real world, are under the thrall of Fontaine. And you thought this was just a game."
It was a brilliant twist that I had never experienced before in a game (though I certainly wouldn't claim that Bioshock was the first game to pull the trick). I believe that if the author had experienced Bioshock unspoiled, he would not have written this article. I'm sorry that he didn't get the chance.
Agreed 100%.
First of all, when I think about what spoiler means, it always means plot spoilers. So, yeah. Some people think it means telling anything about a game that a player wouldn't know right away, such as "you can find a rocket launcher in Doom". Some people would whine about that being a spoiler, but not me as picking up a rocket launcher that's just sitting on the floor isn't giving me any story details so it's cool by me.
So with that in mind, yes I do think that spoilers ruin your experience with the game. Like the post I quoted says, part of the fun of a good story is when that twist comes and changes everything, usually there are hints or such things leading up to it, or actions a character did that didn't mean anything at the time but looking back now you get it. And then you get to play again and see "Oooooh, that's what that was about." But if some inconsiderate prick on a forum who can't be assed to warn about spoilers or doesn't mark them properly* comes along and ruins part of the game for you, you just lost part of the experience. And for me when it happens, now I'm always sitting there thinking "Okay so when does this part that the stupid asshole spoiled come up? Is it now? I hope it's soon so I can go back to not knowing that something is going to happen."
While spoilers may not completely ruin a game, they certainly does take away from the overall experience of playing it in some way. If a game is still really good you'll keep playing it anyway, but there's no getting back that lost piece of the experience no matter what you do. To claim that there's no reason to care about spoilers at all is just silly.
*Example of a thread title I saw on a Dead Rising 2 forum:
See the spoiler warning doesn't work when YOU PUT IT AFTER THE SPOILER ASSHOLE!!
Where a linear story can be confining. I strongly feel without those limits, some great stories would lose structure, purpose and overall message. Whatever's appropriate for whatever game. I playing solely story based games, mainly SMT and Persona, tend to prefer the linearity with some choice or illusion of control.
These two have said it better than I could. But I'd like to provide another example of how a game can be ruined by spoilers. Jade Empire.
Its one of the few games where I believe you need to play through twice. Once with an open mind and not knowing of any spoiler, and again now that you do know. Its amazing how you can look at things differently, but if you never played it spoiler-free, then your depriving yourself of the full experience.
While I agree with many of your points, I do not completely agree with your premise. Your analogy of the little girl and her perpetually wrapped gifts ignores the deep and captivating emotions of anticipation and wonder. It is part of the experience of the gift. That is what makes it a gift, not just a toy. You say that if the gift is worth having it shouldn't need the wrapping, but it is the wrapping that makes aquisition all the sweeter. Should the gift be carried entirely on the wrapping? Of course not, no more so than Star Wars is entirely about finding out who Luke's father was. A well made game shouldn't just be about the surprise, but having surprise can add to it an emotional experience you would otherwise not have. And that can't be a bad thing. That's why so many of us have games we like to play over and over even though we know how it ends. Your experience with Bioshock seemed to me simply a second playthrough without the first. You would have had the same experince playing through a second time, while also having the experience of the first.
It's great that you had such a great experience playing Bioshock!
Me, personally, I had -two- great experiences playing Bioshock. The first time when I was surprised, and the second time when I wasn't. I'm not quite sure though why you seem to to believe that taking away one of two great experiences from me is a positive thing...
I think this is completely ridiculous. A game can still be fun if it's been spoiled for you, yes.
But the thing is, the experience is lessened slightly by being spoiled; your shock and emotional attachment are lessened. Had I not been spoiled as to who the murderer was in Persona 4, I would've been much more outraged once I found out; had the plot twist for Silent Hill: Shattered Memories not been spoiled for me, I would have been /completely/ shocked and the game probably would have had more of an impact on me. The rides to the ends of those games were still great, but not nearly as fulfilling because I'd been spoiled.
Spoilers can destroy and experience for me. Having something spoiled before the first time I've experienced it is completely different than when I go back and experience a second time. The second time I played through Bioshock I got to appreciate all the subtle things that were strewn about leading up to the surprise twist, and my appreciation of these subtleties was amplified by the fact that I get to see them through the perspective of someone who got to have the surprise realization that the creators intended.
Because I was already invested in the game seeing the subtleties in my second play through meant that much more to me rather than seeing them as someone who had never played the game before and just being able to point them out.
I also think that spoilers remove the intended impact that the creator of a piece of art is trying to convey. When someone is writing out a story ( especially one involving twists of some kind ) they are doing it with the impression that they are going to typically be conveying it to a person who won't see it coming. They are trying to weave the emotional impact the tale has on a person, and spoilers can completely break what they are trying to do.
I have to disagree with you on this. When you reveal a spoiler to someone you are essentially stealing from them (unless they want to know). You are correct that sometimes knowing something can actually enrich the experience, but I am free to embrace this experience at anytime. Once told however I can never again experience that aspect and all the choices that stemmed from not knowing. You essentially "forced" an experience with a game on me that you want me to have.
You acknowledge in your article that "the knowledge" in question can influence game play and so equally can the lack of that knowledge. If someone chooses to check out a spoiler do I think it detracts from their own game play? Sure, but the importance of that knowledge differs from person to person. Some people buy a game, grab the cheats and run through the entire game in god mode. Many people would view it as a boring waste of time, but I wouldn't advocate removing the cheats to force people to play the way I feel they should play.
When you take away someones choice you are stealing something unique and wonderful that can never be given back.
It's funny but when I bought Dragon Age I played through it several times exploring all kinds of different options. Overall I would say I probably got over 80 hours of enjoyment out of it. By contrast my brother later picked up a copy of Dragon Age for the PC (having never played it). He played it normally for about an hour or so before checking online grabbing the console cheats and modding his character to level of supreme being.
After employing his cheats he probably played a sum total of 4 more hours and never even neared completing the game. What he fails to realize is that key aspect of a game is some sort of challenge. When you have nothing to lose or gain the battle is meaningless after the novelty wears off. All total his $60.00 purchased him 6 hours of entertainment.
When we are children we dream about being adults and having the power to get the things we want. When our age out paces our maturity we become so enamored with the destination of gratification that we forget about the pleasure of the journey.
Ok so I knew how KOTOR ended before I got to the big revealmost would say that knowing the twist before-hand ruins it but IMO if I can guess a reveal HOURS before it comes up, I'm looking at your Rouge Galaxy, than it's generally a "well obviously!" moment anyway. Like when one of the guys from THE AMBIGUOUSLY GAY DUO reveals that he is in fact gay.
I think the best point has already been made. If you know the spoiler you can still have a nice experience. If you don't, you can have two different nice experiences. I'll take the latter any day.
There's a certain confusion between plot twists and gameplay twists in here. Gameplay twists really aren't that important. I flipped out when I read that you turn into a colossus at the end of SotC (seriously, what the fuck?) not because I was thinking, 'oh no the gameplay will change!' but because of what it meant to the character. Gameplay twists are commonplace, every vehicle section is one. Plot twists are not.
The problem is that making a good story is hard, so game writers often stick in a plot twist to give the players the illusion that they're watching a good story with several layers when they're actually watching a 'You see, we all live in a jar of Tang!' story. There's a difference between a plot twist and a non-comical punchline and game writers can't seem to see it.
To drive the point home, here's a game no one mentioned: Portal. GladOs being an evil thing is no spoiler because it turns up early on, right? Wrong. The fact that she's not quite well in the digital head analogue is slowly delivered through the game, and because I knew he was supposed to be funny and kept expecting her to deliver the funny one-liners I had read about while the game was still setting her up she had a lot less of an impact to me, until her true nature was revealed and my expectations matched to what the game thought they were. And yet most players wouldn't say this is a plot twist, and they'd be right - the game never goes around and says 'GladOs is nice OH PSYCHE' but he lets you assume that then pulls the rug out from under you. Because I didn't know that (and didn't even know I had to assume it) the experience was lessened. That's what spoiler kills, not the cheap punchline.
Oh no. You didn't just say 'fuck you' to Dwarf Fortress on my watch. Allow me to crank the anger to eleven.
The reason there are few games that let you tell your own story is not because that's not a good way to make a game, it's because ninety nine percent of everything is shit and that includes shit-headed game devs who cannot conceive of what a game is outside of the ridiculous retarded walls they set in their fucking little heads. (That, and technical limitations.) But see, the thing is, pretty much anything can tell a story. I can tell a story using toilet paper and my own shit if I want to (I don't). But games can allow the player to create their on story, and thus create something unique for them. If you can't see how a story a player creates is better than one he just looks at, even if he's experiencing it vividly as a character, then I'm really sorry for your parents. You probably remember the TV shows you watched better than the toys you played with, like your little sibling.
The reason games tell stories is because people are used to that and see no other use to them. But their potential is much greater, and even if they're fumbling in the dark people like... um... Passage guy who has the hard to spell last name are trying to make it happen. It's a technical hurdle as well as a mental one.
Is a game that just tells a story worse than a game that actually lets the player create one? That depends. Is a funny comedy with no cinematic aspirations a worse film than a deep cinematic thriller? The comedy will not win any Oscars, but I might want to watch it instead on a Thursday night. Each has its place, but the latter is more realized as its media - a well-edited, well shot film is more of a film, and a game that uses more of the properties unique to games is more of a game.
In the future, all great games will let players create their stories, or it will have failed.
Spoilers are not that simple.
In another veins. I am the one in my circle of friends that reads, watches, or plays something provoking and wonderful, then jumps around the room shouting across Ventrillo at how everyone MUST read/watch/play this.
These moments of awe for me, or more then a few seconds, they are a puzzle, a challenge that persists as long as it takes to share the shock of that moment several more times. Appreciating others appreciating that moment.
This is a practice that can make this same shock surprising 5 or 6 times later and allow me to then search the story for that structure and appreciation you mention in your experience with BioShock.
These moments have significantly more weight for me. =)
Man I can smell the pretentiousness from page one. Sadly I kept reading, but it didn't get any better.
So, now that some guys who are trying to gain attention by "reinventing games" say that games can't tell stories (or shouldn't.) Well, sorry guys but you saying this doesn't take away the fact I actually LIKED Mirror's edge's story and I actually LOVED the ending because of the story. I felt the game was much better because of it!
I also like my stories in Deus Ex, in Vagrant Story, in all the hundreds of games I enjoyed BECAUSE of the story (nevermind great gameplay.) Even DOOM has a story I think makes the game all the better even if it's a paragraph long. If I want to write a story myself, I'll go and actually do that with words, you know, how you actually write a story?
As for the "manifesto" there, well sorry. It's just nonsense. Games have no end? Then they're not very much games, right? They're, hey, toys! How about that, isn't this the EXACT SAME THING that Will Wright was talking about, say, more than a decade ago? How is this "challenging" anything? Goddamn that manifesto seems just like the guy took Sim City and summed it up. That's pretty pathetic if it's meant to challenge the way we "think about games," as hey it's been done before. Tons.
A bunch of pretentious trash honestly, is all this article is and the mentions it makes. Honestly the sooner people realize that there's no need to "reinvent" or define what a game can and cannot be, the better. There are games that tell great stories, so what? You'll just say they're not good enough? Compared to what?
So what if some people don't want to play with others? I for one don't care much for multiplayer of any kind, why should I be forced to play along just because some guy on the internet now says that's what games "are better off doing."
And some view games as sports, not as some kind of mysterious untapped "art form." Are they wrong in doing this? Are those games "bad?" No, and of course not.
Why is it that all these people fail to just accept the vast amount of diverse opinions and games out there? If someone loves playing the old Konami arcade TMNT game over the latest COD, or braid, or whatever is popular ATM, what's it to you?
Geez, seriously.
This is the first escapist article I've read I've completely and totally disagreed with. Revelations are parts of games that add a great palpable sense of awe, like the end of Red Dead, NOT SPOILING. Where you fail here is in taking the word spoiling too literally. No one said knowing a game's ending ruined it utterly, but those moments of surprise make the game that much better. Oh, thanks by the way, you ruined Bioshock and Shadow of the Colossus for me, both STORY DRIVEN games that I intended to play.
That's wild that spoilers are traced to STII:WoK.
That's the first and ONLY movie I spoiled for anyone, and the look on my best friend's face when I dumped the secret that Mark IV torpedo contained is what I see every time I even THINK of spoiling any other big plot reveal.
I. Just. Can't. Do. It. Ever. Again.
Okay, next time WARN US OF THE FREAKIN SPOILERS.
If a game has a story, THE STORY CAN BE SPOILED.
Just saying, I disagree with this article.
Yeah, maybe there should just be a big *SPOILER ALERT* sign at the top of this article lol.
I don't really agree. I like suprises. =/
I think your last analogy pretty much refutes your point. Sure, everyone wants to actually enjoy those presents under the tree but the anticipation and unwrapping are part of the experience and add to it.
Knowing for sure what you will get for Christmas (or your birthday or any other holiday) takes away some of the enjoyment as far as I'm concerned.
Also, the jabs at actual storytelling in games throughout the article was quite odd. Not a terribly enjoyable article even ignoring the plethora of spoilers (which I suppose I should have seen coming).
Some people might enjoy spoilers - case by case or as a general rule - but taking the decision away from the person is a really asshat thing to do.
The perpetually wrapped gift analogy is false. It would be more true to say on christmas morning, after days of anticipation, the child's sibling sneaks in and unwraps the present instead. The gift itself isn't lessened, as the toy is the toy all the same, but the real pleasure of the reveal is gone.
You enjoy games how you want to, but don't you dare undermine how I enjoy my own.
There has to be a statute of limitations on spoilers though. "Oh no, you gave the ending away to a 5-20 year old game! How am I ever going to enjoy it now?" If it is a new release or hell, anything less than a year old I can understand, but to whine about someone posting something about the ending to Shadow of the COlossus or Final Fantasy VII is stupid. That's like complaining that you heard the twist to Psycho or the first Friday the 13th in 2010.
There was a game, Gungirl 2 that introduced a nonlinear gameplay in genre that is usually strictly linear, a 2D duke nukem style platformer. you have so much freedon you can get extra weapons independently on story and I didn't feel any negative effect of being spoiled when I was seeing video walkthrough just to find out where to get the weapons. That's the way to do the equip, let layer decide(and try his luck) instead of some spawning points and prescribed enemy weapons. PS: MUST CHECK OUT THE CUBED MOD FOR MAX PAYNE 2!
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3 more Reasons Amnesty Bill should Fail
Since the Corker/Hoeven amendment was inserted into the amnesty bill on Friday, its corrupt and costly components have been slowly coming to light. Here are three more reasons the bill needs to fail.
First, from Breitbart, explicit evidence the much-ballyhooed fence in the Corker/Hoeven amendment is not required in the legislation:
Another loophole inserted into the new version of the "Gang of Eight" immigration bill allows Department of Homeland Security Secretary Janet Napolitano (or any of her successors) to nix the construction of a required border security fence if she does not find it to be an "appropriate" use of resources.
The new version of the bill was introduced via a so-called "border surge" amendment from Sens. Bob Corker (R-TN) and John Hoeven (R-ND), with Senate Majority Leader Harry Reid repackaging the whole bill into the amendment.
The practical implications are clear:
This could allow illegal aliens to be granted amnesty, or legalized "Registered Provisional Immigration (RPI)" status, once Secretary Napolitano submits a fencing (and border security) plan to Congress. However, this provision allows Napolitano to decide against building the fence after doing so, with no legal ramifications.
Here is the language in the bill itself, from National Support Team member Shonda Werry:
Just as disturbing is how few Senators actually know what's in the bill for employment purposes. From The Weekly Standard:
On Tuesday afternoon, THE WEEKLY STANDARD asked five different U.S. Senators about this problem. These five senators, all Democrats, voted to cut off debate Monday night on the revised immigration bill, but none of them knew if the bill would create a financial incentive for some employers to hire amnestied immigrants instead of American citizens.
However, backers of the law are getting cover from a fairly prominent mainstream media source: Glenn Kessler at The Fact Checker. First, Kessler claims "there is little evidence" to support the idea that employers would have a large incentive to hire immigrants over American citizens because of Obamacare. This despite 5 Senators, including one of the key people in writing Obamacare, don't know the answer…and Kessler's several significant updates and qualifiers to his original "fact-check."
More recently, Kessler claims Senators had plenty of time to read and understand the bill between the addition of the Corker/Hoeven amendment and the cloture vote on Monday. His declaration relies on a couple of very tenuous statements: First, because the Congressional Budget Office can assess legislation, Congress's staffers be able to as well. Second, many of the staffers examined various components of the bill for weeks before it was introduced. Lastly, he says the Senate's strongly worded Suggestions (AKA Rules) were followed to a "T" by those who say the bill is too complex to understand in three days – and by following the "rules," they made things more complex.
Kessler forgets the difference between staffers and members. It doesn't matter if staffers understand the bill. The problem is that Members of Congress, the people voting on bills, don't. Finally, whether or not things were made more difficult by Senators opposed to amnesty is moot, the complexity of the bill itself is unrelated to procedural posturing. .
So, in short:
- The required border fence before legalization? Not required at all.
- The bill is so complex at least 5 amnesty-supporting Senators don't know the answer to a very important question about it.
- Understanding the bill is exceedingly difficult – and Congress should not be passing bills it does not understand.
Keep up the fight, everyone. We can stop this disaster of a bill where it stands – just keeping calling your Senators with these facts, and tell your neighbors and friends to do the same.

subset: commoncrawl


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(FOXNEWS) — President Obama is suggesting that House Republicans on the issue of gun control appear neither willing to work with him nor listen to the American public on the issue.
"The House Republican majority is made up mostly of members who are in sharply gerrymandered districts that are very safely Republican and may not feel compelled to pay attention to broad-based public opinion, because what they're really concerned about is the opinions of their specific Republican constituencies," the president said in an interview with The New Republic.
Obama also said he can get 50 percent of public support for many of his upcoming initiatives, but "I can't get enough votes out of the House of Representatives to actually get something passed. … I think there is still shock on the part of some in the party that I won re-election."
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Our Project Project Runway challenge this week:
Musicians want a style that is iconic and unique to them. Create an image for one of the guys in the band The Sheepdogs. We don't want to require everyone to get a male doll, but if you have one feel free to use it. Otherwise, create a menswear look to be modeled by your female model. (courtesy of Just Crafty Enough)
Let me tell you that this was by far my favourite challenge thus far in the season.
And it was a menswear challenge...
Hmmm... that is saying a lot isn't it?
Or maybe it was the rock star in me itching to get out.
I started by doing some research about these Sheepdogs.
They are a 70s inspired Classic Rock band from Saskatoon Saskatchewan. EEEE!!!!
Rock star ensemble for Canadian rockers? I got this!
So I started thinking. How to make it them look cool, larger than life, and still be able to play their instruments? I immediately thought of the most amazing rock star pants from the Sheryl Crow video for Steve McQueen. So bad ass.
What if I did a Canadian version, and adapted it to menswear?
Aurora had some severe flashbacks to her circus days with the bearded lady and said there was no way she was going to model menswear. And then she heard that I wanted her to play guitar as well. No way! She was very concerned that her elbow condition would make her a disaster.
Luckily, Lane let me borrow her model whom she named Pencil.
So Pencil will be modelling the ensemble for us because Ken was nowhere to be found in our house.
Canadian rocker pants. A white tunic style shirt and a fake micro suede vest with Macrame'd chevrons. Gotta have the chevrons as an homage to the Aboriginal tradition that is so strong an influence in Canada (and especially the prairie provinces).
Here is Pencil doing a serious rock pose for us. I was going to make a bushy beard for her, but the cross dressing would distract from the outfit. And I love this outfit so much that I couldn't possibly allow it.
A close up of the tunic. I should have taken the photo before she rocked out because there was sparkle tape holding her micro-macramed guitar strap on and it got all over her tunic.
I was with Heidi and Josh this week when they wanted to bring attention to the crotch area. Come on - these guys are supposed to be rock stars. Flaunt it! So my pants are laced up at the crotch with red, white and black lacing.
From the back. Pencil is doing her best to stand like a man.
Here she... um... I mean... he... is posing under the glare of the stage lights. I macramed both the Chevron decoration on the vest and the guitar strap.
Did I nail it this week?
I think the judges would totally go for this. It's enough 70s inspiration with the bell bottom pants, suede vest and tunic. But it's updated and so rock star!
It was so sad that the designers on the show didn't live up to this challenge as much as I hoped that they would. It was so disappointing to see some of those outfits come down the runway. Yikes!
And everybody thank Pencil for gracefully showing off her mad guitar skills and modelling a menswear outfit for us today :D
You can catch up with all the designs this week in the Flickr group.
And see the runway from last week's What Women Want challenge here.
Sharing this project with some rockin' chicks!
Show Off Your Stuff - Fireflies and Jellybeans
Making It With Allie - What Allie's Making Now


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DC Universe Classics is one of the most popular toy lines on the market today and based on all the amazing product that was shown at Comic-Con, this power-house toy line shows no indication of slowing down! Slated for release later this year, this Walmart exclusive wave consists of several highly demanded characters and a few surprises as well.
For a great selection of superhero action figures and collectibles, check out fine sponsors BigBadToyStore.com, ClarkToys.com, HobbyLinkJapan.com, VNCToys.com, ToyWiz.com, BriansToys.com, PastGenerationToys.com, UrbanCollector.com, YesAnimation.com, and SuperheroToys.com.
For a great selection of pop culture t-shirts and apparel, check out TShirtGurus.com and 80sTees.com.
The new DCUC 10 assortment consists of: Batman in (all black costume), Man-Bat, Joker, Power Girl, Robotman, Beast Boy and Forager. The Collect and Connect figure this time around will be the powerful and colossal Imperiex.
From the Clown Prince of Crime to a buxom super-powered Kryptonian, DC Universe Classics Wave 10 offers some true gems for collectors this holiday season. Join us as we take an in-depth look at this assortment, beginning with Joker, Man-Bat and Batman.


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Watch CBSN Live
Soprano Audra McDonald performing "The Great American Songbook" with Ted Sperling, musical director and piano, at the Caramoor International Music Festival in Katonah, New York on June 30, 2001.
The singer-actress, a five-time Tony-winner, is up for her sixth Tony Award this year for channeling Billie Holiday in "Lady Day at Emerson's Bar & Grill."
By CBSNews.com senior producer David Morgan
Credit: Gabe Palacio/ImageDirect
Audra McDonald received her eighth Tony Award nomination for playing the alcoholic, heroin-addicted and pioneering jazz singer Billie
Holiday, in "Lady Day at Emerson's
Bar & Grill."
McDonald, a lyric soprano, worked to capture Holiday's "very small voice" which, she told correspondent Mo Rocca, had "a hornlike quality," because she was imitating instruments.
And the feeling - always intense - was usually heartbreak and pain, "because she felt and knew so much about what she sang about, was so authentic and genuine. And it was a friend of mine that said, 'Billie Holiday taught us how to feel the pain.' 'Cause you hear it."
Credit: Evgenia Eliseeva
Audra McDonald's career began in her hometown of Fresno, Calif., where she worked the community and dinner theater circuit.
At age 16, she played Eva Peron in the Good Company Players' production of "Evita."
Credit: Courtesy Good Company Players
Audra McDonald with Allan Gill, Chris Moad and the cast of the Good Company Players' production of "Evita" (1987).
Audra McDonald and Steve Pepper in the Good Company Players' production of "The Wiz" (1987).
After studying at Juilliard, Audra McDonald made her Broadway debut in 1991 in "The Secret Garden." She followed that with her performance as Carrie Pipperidge (left, with Fisher Stevens as Jigger Craigin) in the 1994 Lincoln Center production of Rodgers
& Hammerstein's "Carousel."
McDonald won the Tony and Drama Desk Awards for her performance.
Credit: Lincoln Center
Ruben Santiago-Hudson (Tony Award-winner for Best Featured Actor in a Play, for "Seven Guitars") and Audra McDonald (Best Featured Actress in a Play, for "Master Class") are seen backstage at the 1996 Tony Awards at the Majestic Theatre, June 2, 1996.
Two years later, McDonald won her third Tony Award for the musical, "Ragtime."
Credit: Timothy A. Clary/AFP/Getty Images
Composer-conductor Esa-Pekka Salonen and singer Audra McDonald perform on stage at "Soundstage L.A.: An Inaugural Gala for Walt Disney Concert Hall," October 25, 2003 in Los Angeles, Calif.
Credit: Carlo Allegri/Getty Images for LAPA
Audra McDonald, Ethan Hawke and Kevin Kline arrive at the after-party on opening night of "Henry IV," November 20, 2003 in New York City.
Credit: Peter Kramer/Getty Images
Audra McDonald played Dr. Naomi Bennett on the medical drama "Private Practice."
Credit: ABC
McDonald's "Private Practice" character, Dr. Naomi Bennett, also made recurring, crossover appearances on a sister show, "Grey's Anatomy."
Audra McDonald with Delroy Lindo (as FBI Agent Latimer King) in the suspense series, "Kidnapped."
Credit: NBC
Drama Desk Award-winner Audra McDonald performs the song "Raunchy," from "110 in the Shade," at the 61st annual Tony Awards at Radio City Music Hall on June 10, 2007 in New York City.
Credit: Bryan Bedder/Getty Images
Audra McDonald and Norm Lewis perform a scene from "Porgy and Bess" at the 66th annual Tony Awards, June 10, 2012, at the Beacon Theatre in New York City. McDonald won her fifth Tony Award, for Best Performance by an Actress in a Leading Role in a Musical.
Credit: Theo Wargo/Getty Images
Audra McDonald and the cast of "Porgy and Bess" perform onstage at the 66th annual Tony Awards, at The Beacon Theatre in New York City, June 10, 2012.
Audra McDonald accepts her award for Best Performance by an Actress in a Leading Role in a Musical for "Porgy and Bess," at the 66th annual Tony Awards, at the Beacon Theatre in New York City, June 10, 2012.
Credit: Heather Wines/CBS via Getty Image
Audra McDonald starred as the Mother Abbess in the live TV production of "The Sound of Music," Dec. 5, 2013.
A win at this year's Tonys for "Lady Day at Emerson's Bar & Grill" would give Audra McDonald a record six awards, breaking her current record of most Tonys won by an actor (five), which she shares with Julie Harris and Angela Lansbury.
Billie Holiday died broke and alone at the age of 44. Audra McDonald, about to turn that very age herself, is in a very different place - married (to actor and fellow Tony nominee Will Swenson) and a mother (to 13-year-old Zoe).
She told Rocca, "All those sort of domestic things that [Holiday] craved and wanted so desperately, I'm fortunate enough to have. I'm the luckiest person I know."
For more info:
"Lady Day at Emerson's Bay & Grill" (Official site)
"Lady Day" on Twitter, Facebook and YouTube
Audra McDonald on Twitter and Facebook
"Go Back Home" by Audra McDonald (Nonesuch Records)
Audra McDonald on Internet Broadway Database
Good Company Players, Fresno, Calif.
Credit: Michael Wilson


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Defensive Driving NY
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Which New York course should I choose?
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The course is accepted by Taxi and Limousine Commission for Taxicab Driver License for both New Applicants and Current License renewals. All Licensees must complete and pass a NY DMV approved Defensive Driving Course at least every three years. TLC will only accept original certificates that will be mailed to you upon completion.
You may also qualify for a discount on your personal policy upon the completion of this course.
Technically Challenged? No problem our defensive driving course is offered through a vast network of affiliates thought the state. Click to find convenient location and class schedule. Note you will need to call a selected classroom provider directly to register.
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NY licensed motorists are eligible to receive a minimum 10% discount in the base rate of your auto or motorcycle liability and collision coverage. Simply complete our New York DMV-approved Defensive Driving Course and turn in your official certificate to your insurance agent. This discount will remain in effect for 3 years. If every licensed driver in your household takes the course, you could potentially save hundreds on your auto insurance!
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From students who took our Defensive Driving School in New York.
Defensive Driving NY
More information to help you make the right choice.
Following are the steps necessary to attend a NY defensive driving course online and get your auto insurance discount and point reduction:
- Every three years, all family members who are a principal driver of a vehicle on the insurance policy should take the NYS defensive driving course - Each driver will receive a 10% discount on the auto insurance policy.
Example: Four family members with four vehicles on the policy will save 40%!
- Review the list of NYS DMV-Approved PIRP Providers.
- Choose the best online defensive driving course for you.
- Register for the NY State defensive driving course online as soon as possible
- Take and complete the NY online defensive driving course. Complete the course at your convenience in the same day or over 30 days; it's up to you!
- Log back into the course 30 minutes after completing the NY defensive driving class to download and print two copies of your temporary (Insurance Copy) certificate of completion . Retain one copy for your records and submit the other copy to your insurance company to process your insurance rate discount. Please note: Your original certificate of completion will be mailed to you the very next day after you complete the course.
- Begin saving money on your auto insurance! Repeat every three years to renew and retain your insurance rate discount.
- The defensive driving school NY will electronically report your completion to the NYS DMV within 14 days so that the DMV can process your four (4) point reduction against driver license suspension (points received within the past 18 months). Take the NY defensive driving course online every 18 months for point reduction/suspended license prevention purposes.
About the Course
What is I-PIRP?
I-PIRP is an acronym for the Internet/Alternate Delivery Method Point and Insurance Reduction Program.
Who is eligible to take this course?
Any New York driver is eligible for this defensive driving course and will save money on their insurance whether they have points on their driving or not.
Will I save more if members of my family take the course?
Yes, The insurance premium will apply to all motor vehicles principally operated by members of the family who complete the course. Please note that the discount can be applied to only one driver for each covered vehicle. To confirm the exact amount you will save, please contact your insurance agent.
How long does it take to complete an I-PIRP course?
State rules require that all I-PIRP courses are a minimum of 320 minutes of instruction time. The good news - you have 30 days to complete and can log in and out as many times as you like. The course is accessible 24/7.
How much time does your course take to complete?
320 minutes. All NY DMV approved courses are at least 320 minutes long to meet requirements of the NYS DMV for the Defensive Driving program. You now have an option of completing the course online or attending a classroom with one of our certified affiliates.
Who should take the defensive driving PIRP course?
Each person with a New York driver license listed as a principal operator on an automobile policy must take this course in order to be eligible for a discount. Example: if a family consists of a husband, wife and a teenaged driver who own 3 automobiles, all three operators must take the course to be eligible for a discount on each automobile.
Can I complete the NY Defensive Driving Course Online?
Yes. We are one of very few courses that can either be completed online or in a classroom. In addition, due to our proprietary validation system, you will not be required to take a proctored exam once you are done with the course. Which means - you can do it ONLINE, 100%!
Is your website secure?
Yes. The DMV requires that all I-PIRP course providers provide secure websites that protect the personal information of those who take the courses.
How is your Course different from others?
We are the only course that is allowed to use humor to teach what can be a very dry subject. We figure if you enjoy the presentation you will learn more. Also, because of our unique technology this course is not required to administer final exams or send you for outside ID verification.
After I complete the New York Defensive Driving course, how do I receive the point reduction?
We will notify the NY DMV after you complete the course. A notice will then be entered on your New York driving record, and the NY DMV computer will automatically reduce your active point total by up to four points. "Point reduction" means the NY DMV will not count up to four points on your driving record toward license revocation or suspension. Points must have been applied to your driving record within the past eighteen (18) months to qualify for reduction with this course. We will also mail you a certificate of completion to present to your insurance company.
Do I receive point and insurance reduction if I take an I-PIRP course?
Yes. When you complete an I-PIRP course, you receive the same benefits as when you complete a classroom PIRP course. You can reduce your driver violation point total by a maximum of four points, and you can save ten percent on your auto liability and collision insurance premiums.
How does the I-PIRP course compare to the classroom course?
Both the classroom PIRP course and the I-PIRP course have very similar content and information, and both courses include 320 minutes of instruction. The classroom course is given in one daytime session or two evening sessions. You can take the I-PIRP course from home, at a convenient time for you. You can take the I-PIRP course at your own speed within the 30-day period.
Can I log off and continue an I-PIRP course at a later time or use different computers for separate course sessions?
Yes. You can log in and out of the course as many times as you wish, allowing you to take the course in increments rather than all at one time. However, the NY DMV requires that you complete the I-PIRP course within 30 days of the date you register for the course. You can complete the course in as many sessions as necessary, but you must complete the course within 30 calendar days of registration. Your data will be stored on-line for each course session. You bill be assigned a user ID (your DL #) and a password (which you choose) when you register for the course. You can use your ID and password to log in on any computer that can access the Internet with an acceptable connection.
Can teen drivers take the course?
YES, This defensive Driving course saves money and increases driver's awareness. It makes an excellent gift to give to a youthful operator.
Are there tests or a final exam for our I-PIRP course?
Because of our unique technology you can complete our course without any Final Exams Although there are three simple questions at the end of each chapter and you are only required to get one answer right.
What personal information is required to take the course?
We collect certain personal information from you in order to verify your identity and your participation. This includes identity information like the Client ID number from your NYS driver license and your name and date of birth. Identity and participation information consists of biometric data-like keystrokes. We also collect credit card information for the course fee. Under the I-PIRP requirements, your personal information must be (and is) protected. Our website is secure and we do not share your personal information. Please read our privacy policy for more information.
What is done to ensure that the person who registers for the course is the person who takes the course?
We use a biometric keystroke method to validate that the person who registered for the course is the same person who takes the course. Any person who attempts to defraud the system or who accepts a course completion certificate and its associated benefits without having personally completed the entire course has committed a crime and may be subject to prosecution, fines and imprisonment.
How often can I take the I-PIRP course for point reduction?
Every 18 months four (4) points can be reduced on your driving record and every three years for insurance reduction.
How often can I take the I-PIRP course for insurance reduction?
Your certificate of completion submitted to your insurance company will be valid for three (3) years of insurance rate reduction.
What is the cost of an I-PIRP course?
The cost is set by the course sponsor and the fee varies from one course to another course. Your cost is stated clearly before you register for the course. It is to your advantage to compare courses and their fees. We pride ourselves on being one of the more affordable and best value courses out there.
Defensive Driving Courses Available In New York State
Defensive driving courses in New York state are typically called point and insurance reduction programs, or PIRP for short. These courses are meant to equip drivers with the knowledge and skills that are necessary to remain safe while behind the wheel. New York drivers who successfully complete a defensive driving course can have up to a maximum of 4 points taken off of their New York state driving records.
New York's Defensive Driving Course Details
New York state drivers who would like to participate in a defensive driving course must enroll in one that is administered by an approved classroom provider. Otherwise, they won't be eligible for the driving record point reduction. The course must be taught by a certified instructor and drivers must partake in the course's full 320 minutes.
Those who would rather participate in a defensive driving course from the comfort of their homes can choose to complete an online course from an approved provider. Many favor the online option as it is available at any time of the day. Drivers can complete the coursework from any location with an Internet connection. The other benefit of the online course is that students can pause their progress at any point and resume their coursework later on when the time is right. This is ideal for individuals with hectic schedules who find it challenging to participate in a 320 minute sit-down course in a physical classroom.
What's Necessary To Participate In A New York State Defensive Driving Course
Those who choose to participate in the online version of New York state's defensive driving course will be required to complete it within 180 days of their initial registration. Anyone who fails to pass the course within this time period will be failed and will not receive a refund. The course also requires an up to date New York state driver's license.
Drivers should also be aware that the successful completion of an approved defensive driving course will not forgive a driver responsibility assessment fee or prevent a suspension or mandatory revocation of a driver's license.
The Benefits Of Participating In A New York State Defensive Driving Course
Once a driver has successfully completed an approved defensive driving course NY, he/she will be eligible for a 10 percent reduction in his/her auto insurance rate for the next 3 years. New York state drivers can participate in a defensive driving course once every three years in order to continue receiving lower auto insurance premiums. Those who successfully complete the defensive driving course will also have up to 4 points removed from their New York State driving records.
A certificate of completion will be mailed from the course provider within 45 days if the course was completed in a physical classroom. Those who successfully complete an approved online defensive driving course will receive the certificate within 14 business days. This certificate should be copied and presented to your auto insurer within 90 days of finishing the course. Those who don't receive their completion certificates 8 weeks after completing the course should reach out to the course administrator for assistance.
Useful Learning Resources:
- Defensive Driving Course Albany NY
- Defensive Driving Course Benefits
- Defensive Driving Course Bronx NY
- Defensive Driving Course Brooklyn NY
- Defensive Driving Course in Queens NY
- Defensive Driving Course in Rochester NY
- Defensive Driving Course Long Island NY
- Defensive Driving Course NY Can Save On Insurance Costs
- Defensive Driving Course NYC NY
- I Can See Clearly Now: More than a Song
- Relatively Easy Steps You Can Take To Save on Your Auto Insurance
- Obscure New York Law That Can Save NY Drivers 100's On Their Auto Insurance
- Driving More Efficiently
- How an Online New York Defensive Driving Course Can Save You Money…and More!
- Three Things You Need to Know About NY Traffic Law
- The Point Reduction Program - Online!
- Benefits of a Defensive Driving Course
- Defensive Driving Course Staten Island NY
- New York State Auto Insurance Discounts Demystified
- NY Defensive Driving for Insurance Reduction Program
- New York Automobile Insurance Consumer Guide
- New York Course FAQ's
- New York Course Testimonials
- New York Driver Resources


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Pride is a common human emotion similar but inferior to shame.
Pride is often considered by idiots to be the opposite to the superior emotion of shame. This is demonstrably wrong. Both emotions are retrospective feelings about ones actions. Pride is generally felt after a prolonged period of hard work, shame is often felt after a period of fun.
Pride is the arrogant imposter of the two emotions, it implies inordinate self-esteem, an unreasonable conceit of one's own superiority in talents, beauty, wealth, rank etc.
Indulging in pride too often is liable to breed contempt of other people. What is worse pride can give the individual an abhorrent and inaccurate sense of self worth and an inclination towards aggrandisement of ones actions and motivations.
Shame is a much more healthy emotion, it's presence implies greater self awareness. Awareness of ones own craven patheticness and the futility of hope. An individual familiar with and able to value their own sense of shame, is an individual willing to embrace the truth of their own inherent indecency and impudence.
How to overcome pride[edit]
Pride is a stubborn and addictive emotion but it is not impossible to defeat. The first important step is to identify people amongst your peers that you consider proud. Next, make a conscious effort to avoid any activities that these self absorbed charlatans may approve of: Activities such as hard work, taking responsibility and helping other people.
The next step is to adjust your attitude. You should dispense with dedication, fairness, patience and temperance. These are a waste of time. Admit that you have only ever pretended to uphold these postures and accept that they are against human nature.
Once you have learned to ignore other peoples feelings, cut out pretending to be respectable and embraced your inner self you will be well on the way to becoming an honest, well rounded and shameful individual.
How to nourish shame[edit]
Remember the self righteous pricks that we have been learning to ignore. Imagine what kind of activities these pompous buffoons would sternly disapprove of. Stuff like masturbation, drinking to excess, laziness, voyourism, violence, vandalism, gluttony and drugs. Do you notice a pattern? Yes they are all fun activities. Just because these puritanical freaks are getting off on a sick pride trip doesn't mean that we shouldn't have any fun.
Once you have identified a number of good healthy shameful activities that you enjoy doing, go ahead and do them with all the extra time you have saved by abandoning wasteful pride based activities. It is often fun to do these activities alone, but it is much more fulfilling to do them in public. This will allow you to show other people that you waste no time on pride and allows you the full benefit of a cathartic dose of shame.
Suggested activities[edit]
Any of the activities that are frowned upon by pride stricken imbeciles are worthwhile, but for the best effects you should try combinations in public places. Here are some suggestions
- Drunkenly watching porn and masturbating on the train.
- Going on a drug fuelled vandalism spree in a library.
- Shitting in a supermarket freezer because you are too lazy to find the toilet.
- Punching the noisy disabled child on the bus that wont stop moaning and grunting.
- Eating as many Big Macs as possible then vomiting them up all over the restaurant[1].
- Following an attractive woman around a busy shopping centre wanking and drinking cider.
- Vandalising Wikipedia with child porn and other shock images, using your own name and address as a username.
- ↑ So called


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Of course, it might cost you a couple thousand, and that's only if the bidding stops there — it might go higher in an auction of two sweaty, stinky pieces of her Silver Linings Playbook costume.
Included in the lot are the teal sports bra and blue long-sleeved shirt that graced her body during filming. In case you're considering wearing them yourself, the racerback sports bra by Gap Body is a size 36C, and the shirt by Threads 4 Thought is size XS. According to the auction site, both garments are in "near fine" condition, and they come with a Certificate of Authenticity from Premiere Props.
Just think, for the mere cost of a semester's tuition or a decent used car, you could be guaranteed boob buddies with your imaginary bestie. The question is — were they washed? That's gotta be the most pertinent bit of info for many, and it's mentioned nowhere. Good luck, pervs and enormously wealthy pig pens!
[via People]


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Your morning cuppa comes with a shot of wisdom when drinking from an Intrinsic Kaleidoscope Tribe 'Awaken the Brave' Mug.
Adorned with one of Adèle Basheer's inspirational quotes set inside Intrinsic's signature look frame and embellished with real gold, you're guaranteed an extra dose of happiness with every cup of tea, coffee, chai or hot chocolate.
Whether taking a moment to yourself, or squeezing in a caffeine hit, let the beautiful boho patterning and colourful rainbow hues awaken your day.
Plus, your shiny new mug comes presented in a matching gift box - which we've cleverly adopted as our pen holders in the Intrinsic studio!
That's enough from us, the kettle's just boiled...
'Awaken the brave. Written on your soul are new adventures ready to begin' - Adèle Basheer
We suggest hand washing your Intrinsic mug to keep it sparkling and bright!
Can my mug go in the dishwasher?
Your porcelain mug contains real gold that undergoes a high temperature firing process. This means it's still relatively delicate and if it were scrubbed hard enough - or put in the dishwasher over and over - the gold will slowly lighten over time. So to keep it shining, wash it by hand!
Can I pop my mug in the microwave?
The real gold in this gem means that: nope! Keep this one clear from the microwave, as it may spark and that would bring a whole new meaning to Intrinsic's products being 'sparkly'! So to keep things safe, use a kettle to heat your favourite drink.
Christmas delivery
Standard Post - Friday 11 December 2020.
Express Post - Friday 18 December 2020.
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How shipping works
*Please note that due to COVID, Australia Post is experiencing delivery delays due to a high volume of parcels in their network.
We ship all orders from Adelaide, Australia. All our postage options include tracking.
Cost of shipping within Australia
Orders from $0 - $25 = $9.95
Orders above $25 - $98 = $14.95
Orders above $99 = free shipping
Cost of International Shipping
International shipping is calculated on the weight of our products and will vary for each order.
Standard Postage - Est arrival in 6+ business days.
Express Postage - Est arrival in 2-4 business days between major metro areas.
International customers are responsible for any local taxes and duties. Express International orders are more likely to attract Customs and Duty charges while Standard International is delivered through the post system and generally avoids these charges. We do not accept returns due to the recipient being charged customs fees or duties.
International customers are responsible for any local taxes and duties.We are legally required to declare total value paid on international shipments and must include an invoice with all international orders.
*The above estimated delivery times are between metropolitan areas of major cities. If you live outside a major city, it may take a little longer. This estimation excludes time in customs, which may be subject to a delay due to causes outside Australia Post's control.


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It's only been a decade since we started using cellphones for even simple tasks like emailing or surfing the web. And it's only been in the last couple of years—essentially since the advent of the iPhone 3G and the iPad—that amp-and effects-modeling apps and multitrack recording apps have turned mobile devices into worthy musical sketchpads. So, in some ways, it's a real surprise to look up from your coffee cup in early 2012 and find a whole spectrum of impressive amp and effect simulators, as well as a clutch of affordable plug-and-play interfaces, that make jamming on your smartphone as easy as adding emoticons to your text messages.
Not that you couldn't see the wave coming a while ago. IK Multimedia's AmpliTube and iRig interface were among the first products to make a splash in the mobile music world, while Sonoma Wire Works followed up their groundbreaking FourTrack app with the rocksolid GuitarJack interface and GuitarTone amp-and-effects app. Created with Apple's remarkable GarageBand app in mind, Apogee's Jam interface now finds the respected up-market manufacturer entering the mobile-device fray, while Positive Grid's JamUp Plug and JamUp Pro app, along with PocketLabWorks' iRiffPort and PocketAmp app, have expanded the options even further with solid audio quality and clever designs of their own.
To be fair, certain questions are inevitable when considering iOS (Apple's mobile operating system) music-creation gear. Namely, how useful is this stuff, anyway—especially for the serious player? Sure, a few bands have actually released music recorded on an iPhone—L.A.- based indie rockers the 88 notably recorded their hit "Love is the Thing" using Sonoma Wire Works' FourTrack app—but those instances appear to be novel, attention-getting experiments more than serious recording practices. If there's a professional application for all these iOS platforms, perhaps it's simply that they give musicians a convenient way to experiment with song ideas and guitar tones no matter where they are.
Considering what most of these apps and interfaces cost, they're worth the money for those uses alone. But it could also be argued that they're a godsend for beginners or hobbyists, too—because many of these amp- and effect-modeling apps constitute a crash course in guitar gear. For a few bucks, you can learn the basic, salient tonal characteristics and operating mojo of virtually every major amp, cabinet, and pedal type extant. (I wish I had Positive Grid's JamUp Pro when I was 16, I'll tell you that much!) Add in the recording and mixdown capabilities, and it's clear that making music on an iPhone or iPad—even if not yet on the same level as working on a dedicated digital audio workstation (DAW) or at a full-blown professional studio—is certainly an increasingly viable way to take your tracks—and your talents—one step further along that road.
Sonoma Wire Works GuitarJack and Guitar Tone App
Ultra-solid materials and design. stereo recording capabilities. excellent digital converters.
GuitarTone app can be noisy. onscreen buttons are small and crowded. some tones lack character.
Ease of Use:
GuitarJack Model 2 is compatible with:
• iPhone 4S and 4
• iPod Touch 4th, 3rd, and
2nd gen. iPad and iPad2 GuitarTone works on iOS 4.3 or later
The industrial design of the Sonoma GuitarJack suggests a tiny Steinway grand piano crossed with a silver Ferrari. The laseretched SWW logo on the glossy steel housing adds to the impression of quality—GuitarJack, in other words, comes across as a proper piece of studio gear, not a mere accessory.
The GuitarJack weighs 2.25 ounces and plugs into your iPhone or iPad's 30-pin dock connector (a "spacer" keeps it flush), thus providing higher quality data transfer, less crosstalk, and better fidelity than headphonejack interfaces. The right side of the unit features a 1/4", nickel-plated brass Switchcraft guitar input (configurable via the included software for Pad, Lo-Z, and Hi-Z modes) and a 1/8" "increased-drive" headphone/line output. The left side has a 1/8" stereo mic/ line input with similarly configurable Pad, Normal, and Boost modes. The back panel is made of tough brushed aluminum and held in place by three small hex screws.
It's also worth mentioning the rubber grip pads on the back, which work together with the unit's appropriate weight to keep the GuitarJack in place when laid flat with your iPhone on a table. (That said, it also means that, when placed in an IK iKlip or similar upright iPhone holder, the unit is more likely to slip out.) Indeed, it's hard to argue with the build quality and elegant design of the GuitarJack. Frankly, I have big-name effects pedals that aren't half this solidly built.
The better news is that is sounds as good as it looks. That's because it boasts a proper 24-bit AD/DA converter. And though you can only currently play back at 16-bit, that's slated to change with an upcoming firmware update. It's also the only interface in our group that features a dedicated microphone input—and, yes, you can record using both the guitar and microphone inputs simultaneously into FourTrack or StudioTrack. That's huge. GuitarJack is made right here in America, too.
Sonoma's GuitarTone app can be launched as a stand-alone app, or it can be integrated within other Sonoma apps, like FourTrack or StudioTrack, where it operates much like a plug-in effect in a DAW like Logic or ProTools. (One curious thing, though—the stand-alone version's tuner function disappears when you're using GuitarTone within FourTrack.) GuitarTone's main page displays the first of several presets, a list that can be expanded by purchasing additional Amp and Pedal Packs (and the cool presets that SWW has designed to exploit those sounds and features). By touching the small FX, Amp, and CAB boxes (which are a bit too small for my taste) below the preset icon, you can swipe through options for all three.
Perhaps you want a Vox AC30-style cab—no, make that a slant 4x12—and how about a tweed-style head and a germanium-style fuzz unit? It's all available with a few touches. What's more, each cabinet choice includes several microphone-emulation options—including dynamic, condenser, ribbon, and precision— and to my ears, they pretty much nail the characteristic EQ qualities of each. As a GuitarJack owner, you'll already have an expanded set of virtual amps, effects, and cabs, though you'll almost surely want to plump for the additional AmpPack 2 and PedalPack 2 libraries. (Though it might have been nice to throw those in, too, given the cost of the GuitarJack.)
While the models are worthy and the time-domain effects were suitably hi-fi, I can't say these sounds were the most inspiring I've heard. And I would like to see Sonoma add some kind of noise-gate function in future versions, because many of these sounds exhibited a lot of noise. I also found that the onscreen touch controls were often too closely grouped together, requiring some rather dexterous finger maneuvers to tweak the virtual knobs.


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Just call her Pam. Do you and her a favour. Don't ask her to spell her surname as I did. It's Manasukcharoenporn.
"It's because it's Chinese and Thai," she says, explaining why it's such a stretch.
Pam is the heart (a big, warm one) of Jitlada Thai restaurant, which slid into the space that Cru vacated a few months ago.
She knows good service in a restaurant is like a pheromone, attracting repeat visitors. She took over Montri's Thai restaurant on West Broadway some years ago and closed it two years ago. She took some time off before opening Jitlada (named after a Thai palace) and it wasn't long before I started hearing of it from her fans.
I have to admit, since eating at Pok Pok Thai restaurant in Portland, I thought my heart belonged only to it. Perhaps it was an over-reaction, although I was salivating at the mere thought of the baby back ribs in whisky, soy, honey spice sauce.
At Jitlada, dishes are lightly prepared and the hospitality is gracious. The room is small enough that Pam gets around to all the guests and takes an interest in them. Both her mother and father are chefs in Thailand and she has been around cooking and restaurants all her life, she says.
"We are researching the neighbourhood and we will put new items on the menu. Very yummy, good ones. You need to be unique in this business," she says.
It was nice to see the pad Thai was made with tamarind, and not the lazy way with tomato ketchup. We tried a dish not yet on the menu — chicken wings stuffed with pork and shrimp with a sweet, slightly sour dip. It's deboned and highly recommended.
I'll never tire of green papaya salad made even fresher with lime juice, fish sauce and herbs. It's a good dish to order to refresh the palate.
Jitlada is not shy about the heat level in dishes. We usually ask for medium heat and do fine, but Jitlada's medium-spiced tom yum gung was a scorcher so we dialed back to wussy mild for other dishes.
The Jitlada Aroy-D (means delicious), on the 'special creations' menu is one of the bolder dishes. Beef or prawns are enrobed in a thick spicy sauce and serve on fresh spinach. It was a customer favourite when she ran Montri's and those customers began asking for it here.
Curries come in a light coconut-milk based sauce with a choice of proteins. We found the meats required a little extra chew in our curry dishes.
As we didn't want the whole fish on the menu, we were offered a basa fillet alternative, battered and deep-fried. Happily, it was neither oily nor overcooked.
We weren't thinking of dessert but sensing it, Pam treated us to banana fritters with vanilla ice cream. On another visit, she asked us to try her chef's tweak on the dessert. We gave her the truth. The original, with a light deep-fried batter was tastier and easier to eat than the one deep-fried in a chewy wuntun wrapper.
We hated to do it because she seemed so proud of the new version. And that just goes to show how likable she is.
1459 West Broadway. 604-738-9888. jitlada.com. Lunch, Monday to Friday; dinner, Monday to Sunday.
Overall: ***1/2
Food: ***1/2
Ambience: ***1/2
Service: ***1/2
Price: $$
Restaurant visits are conducted anonymously and interviews are done by phone. Reviews are rated out of five stars. $ — Less than $60 for two without wine, tip and tax; $$ — $60 to $120; $$$ — more than $120
Blog: vancouversun.com/miastainsby
Twitter: Twitter.com/miastainsby
VANCOUVER SUN RESTAURANT GUIDE: vancouversun.com/restaurantguide


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