text:
Can eSport Be Used A Promo Tool?
While some publishers establish their own eSports divisions and appoint chief competition officers, Take-Two is approaching the competitive gaming trend with a bit more caution. Speaking with GamesIndustry.biz in advance of the company's financial earnings report today, CEO and chairman Strauss Zelnick said the field was promising, but still unproven.
"eSports we find very interesting," Zelnick said. "It is, however, still more a promotional tool than anything else. And most people see eSports as an opportunity to increase consumer engagement in their titles, and depending on the title, to increase consumer spending within the title."
To date, Take-Two's biggest eSports endeavor has been an NBA 2K tournament with 92,000 teams competing for a $250,000 prize. The final 16 teams are set to compete in a single-elimination tournament this weekend, with the finals taking place during the NBA Finals next month.
"It's just the beginning for us," Zelnick said of the tournament. "It's very gratifying so far, but we have yet to see it as a stand-alone profitable business. We see it more as an adjunct to consumer engagement in our titles."
Zelnick also addressed the company's digital revenues, which for the first time made up more than half of its revenues for the year. While the industry has shifted heavily toward digital in recent years, Zelnick doesn't see this as some sort of tipping point or a harbinger that physical goods are in for declines from here on out.
"This year was a little different because we had a very significant portion of this year's revenue through digital distribution," Zelnick said. "And that's a reflection of the power of titles like Grand Theft Auto Online as well as PC titles, 90 percent of which are digitally delivered. With frontline console releases, your numbers are more like 20 percent from digital distribution. So physical distribution remains the lion's share of our revenue."
While Zelnick acknowledged the growth of digital distribution is a good thing for Take-Two, he specified that it wasn't a strategy for the company because it's ultimately out of his hands.
"We want to be where the consumer is, and we're not really the ones who vote," Zelnick said.
Is EA Cautious About The 3rd Person Shooter Market?
EA is telling the world that it wants into the third-person action market with an open world game, but it does not appear to be happening any time soon.
EA Studios VP Patrick Söderlund told us in 2015 that EA wanted to expand its portfolio into gigantic action games like Assassin's Creed or Batman or GTA and CFO Blake Jorgensen said something similar.
"We feel like there's a huge opportunity for us to continue to invest in new areas of the business like the action genre where we haven't competed historically. There's a very ripe opportunity for us to invest in and we've been able to bring great talent in to build out that part of the business."
But according to Game Radar it is not going to happen any time soon. Blake is quoted as saying that the outfit was building an action genre product that's probably will appear in three or four years.
We can expect something new from EA next year which has not been announced, Blake said. But this will not be anything like the big games which have captured popular attention.
Is The Call Of Duty Game Headed To Space?
The next installment of first-person shoot-and-crouch game Call of Duty will take place in space, according to reports, and will not be a direct sequel to Ghosts.
Reports from as far and wide as Eurogamer and Shinobi have this as a pretty sure thing, and we do not consider it an unbelievable proposition.
There have been a few Call of Duty games so far and they have all been terrestrial. The canon has strayed into the near future, but has not yet gone the extra mile into the far future.
Going into space opens Call of Duty to aliens and lasers, and could make the game much more like Halo or any other popular punch-space-aliens-in-the-face games.
Call of Duty developer Infinity Ward is mute, and Activision declined to comment when Eurogamer called at its door. The last time we considered Activision was when the firm was expanding his horizons, and its coffers, by acquiring pastel coloured smartphone crack maker King Digital Entertainment, and taking on Candy Crush and mobile gaming to increase its roster.
The internet has taken the space story and run with it. Twitter is the scene of a lot of Buzz Lightyear memes already, while some people just hope that the incoming title has a bit of the charm and playability of earlier titles like Modern Warfare.
Let us all hope that, at the very least, players will not be charged with shooting and securing garish candies in a nightmare pastel world for the sake of the galaxy. Oh, and let's also hope that Call of Duty retains the dog feature that everyone liked in the last one.
Will eSport Grow To One Half Billion Dollar Market This Year?
According to Newzoo's 2016 Global eSports Market Report, this year is expected to be a "pivotal" one for the eSports sector. The firm said that last year's tally for worldwide eSports revenues came to $325 million, and this year the full eSports economy should grow 43 percent to $463 million; Newzoo said this correlates with an audience of 131 million eSports enthusiasts and another 125 million "occasional viewers who tune in mainly for the big international events." Overall, Newzoo's report states that global and local eSports markets should jointly generate $1.1 billion in 2019.
Looking a bit deeper, Newzoo found that investment into and advertising associated with eSports continue to grow at a rapid clip. "This year has been dominated by the amount of investors getting involved in eSports. An increasing amount of traditional media companies have become aware of the value of the eSports sphere and have launched their first eSports initiatives. With these parties getting involved, there will be an increased focus on content and media rights. All major publishers have increased their investment into the space, realizing that convergence of video, live events and the game itself are providing consumers the cross-screen entertainment they desire from their favorite franchises," Newzoo commented.
Online advertising in particular is the fastest growing revenue segment within eSports, jumping up 99.6 percent on a global scale compared to 2014. North America is expected to lead the charge worldwide.
"In 2016, North America will strengthen its lead in terms of revenues with an anticipated $175 million generated through merchandise, event tickets, sponsorships, online advertising and media rights. A significant part of these revenues flows back to the game publisher, but across all publishers, more money is invested into the eSports economy than is directly recouped by their eSports activities," said Newzoo's eSports Analyst, Pieter van den Heuvel.
"China and Korea together will represent 23 percent of global esports revenues, totalling $106 million in 2016. Audience-wise, the situation is different, with Asia contributing 44 percent of global eSports enthusiasts. Growth in this region is, for a large part, fuelled by an explosive uptake in Southeast Asia."
While eSports is certainly on a good path for growth, game companies would be wise to not get too caught up by the hype. The average annual revenue per eSports enthusiast was $2.83 in 2015 and is expected to grow to $3.53 this year, Newzoo said, but that's still a factor four lower than a mainstream sport such as basketball, which generates revenues of $15 per fan per year.
Peter Warman, CEO at Newzoo added, "The initial buzz will settle down and the way forward on several key factors, such as regulations, content rights and involvement of traditional media, will become more clear. The collapse of MLG was a reminder that this market still has a long road to maturity and we need to be realistic about the opportunities it provides. In that respect, it is in nobody's interest that current market estimates differ so strongly. Luckily, when zooming in on the highest market estimates of more than $700 million, the difference is explainable by an in-depth look. This estimate only differs in the revenues generated in Asia (Korea in particular), and by taking betting revenues into account. At Newzoo, we believe betting on eSports should not be mixed into direct eSports revenues as the money does not flow into the eSports economy. Similarly, sports betting is not reported in sports market reports."
Is Capcom Finally Getting Into eSports?
On February 16, Street Fighter V will launch on PlayStation 4 and PC. It will not be launching to Xbox One thanks to an exclusivity deal signed with Sony. And as Capcom director of brand marketing and eSports Matt Dahlgren told GamesIndustry.biz recently, there are a few reasons for that.
Dahlgren called the deal "the largest strategic partnership that fighting games have ever seen," and said it addressed several problems the publisher has had surrounding its fighting games for years.
"Basically every SKU of a game we released had its own segmented community," he said. "No one was really able to play together and online leaderboards were always segmented, so it was very difficult to find out who would be the best online and compare everybody across the board."
Street Fighter V should alleviate that problem as it's only on two platforms, and gamers on each will be able to play with those on the other. Dahlgren said it will also help salt away problems that stemmed from differences between platforms. For example, the Xbox 360 version of Street Fighter IV had less input lag than the PS3 version. That fraction of a second difference between button press and action on-screen might have been unnoticeable to most casual players, but it was felt by high-level players who know the game down to the last frame of animation.
"There were varying degrees of input lag, so when those players ended up playing each other, it wasn't necessarily on an equal playing field," Dahlgren said. "This time around, by standardizing the platform and making everyone play together, there will be a tournament standard and everyone is on an equal playing field."
Finally, Dahlgren said the deal with Sony will help take Street Fighter to the next level when it comes to eSports. In some ways, it's a wonder it's not there already.
"I think fighting games are one of the purest forms of 1v1 competition," Dahlgren said. "A lot of the other eSports games out there are team-based, and while there's an appeal to those, there's something about having a single champion and having that 1v1 showdown that's just inherently easy for people to understand."
Street Fighter has a competitive gaming legacy longer than League of Legends or DOTA, but isn't mentioned in the same breath as those hits on the eSports scene. In some ways, that legacy might have stymied the franchise's growth in eSports.
"A lot of our community was really built by the fans themselves," Dahlgren said. "Our tournament scene was built by grassroots tournament organizers, really without the help of Capcom throughout the years. And I would say a lot of those fans have been somewhat defensive [about expanding the game's appeal to new audiences]. It hasn't been as inclusive as it could have been. With that said, I do definitely feel a shift in our community. There's always been a talking point with our hardcore fans as to whether or not Street Fighter is an eSport, and what eSports could do for the scene. Could it potentially hurt it? There's been all this controversy behind it."
Even Capcom has shifted stances on how to handle Street Fighter as an eSport.
"In the past, we were actually against partnering up with any sort of corporations or companies out there that were treating eSports more like a business," Dahlgren said. "And that has to do out of respect for some of our long-term tournament organizers… Our fear was that if we go out and partner up with companies concerned more about making a profit off the scene instead of the values that drive the community, then it could end up stomping out all these tournament organizers who are very passionate and have done so much for our franchise."
"In the past, we were actually against partnering up with any sort of corporations or companies out there that were treating eSports more like a business."
So instead of teaming with the MLGs or ESLs of the world, Capcom teamed with Twitch and formed its own Pro Tour in 2014. Local tournament organizers handle the logistics of the shows and retain the rights to their brands, while Capcom provides marketing support and helps with production values.
"I can't say Capcom wouldn't partner up with some of the other, more established eSports leagues out there," Dahlgren said. "I do think there's a way to make both of them exist, but our priority in the beginning was paying homage to our hardcore fans that helped build the scene, protecting them and allowing them to still have the entrepreneurial spirit to grow their own events. That comes first, before partnering with larger organizations."
Just as Capcom's stance toward tournaments has changed to better suit Street Fighter's growth as an eSport, so too has the business model behind the game. The company has clearly looked at the success of many free-to-play eSports favorites and incorporated elements of them (except the whole "free-to-play" thing) into Street Fighter V. Previously, Capcom would release a core Street Fighter game, followed by annual or bi-annual updates with a handful of new fighters and balancing tweaks. Street Fighter V will have no such "Super" versions, with all new content and tweaks made to the game on a rolling basis.
"We are treating the game now more as a platform and a service, and are going to be continually adding new content post-launch," Dahlgren said. "This is the first time we're actually having our own in-game economy and in-game currency. So the more you play the game online, you're going to generate fight money, and then you can use that fight money to earn DLC content post-launch free of charge, which is a first in our franchise. So essentially we're looking at an approach that takes the best of both worlds. It's not too far away from what our players really expect from a SF game, yet we get some of the benefits of continually releasing content post-launch and giving fans more of what they want to increase engagement long-term."
Even if it's not quite free-to-play, Street Fighter V may at least be cheaper to play. Dahlgren said that pricey arcade stick peripherals are not as essential for dedicated players as they might have seemed in the past.
"Since Street Fighter comes from an arcade heritage, a lot of people have this general belief that arcade sticks are the premier way of playing," Dahlgren said. "I think now that the platform choice has moved more towards consoles, pad play has definitely become much more prevalent. I would believe that at launch you're probably going to have more pad players than you actually have stick players. And in the competitive scene, we've seen the rise of a lot of very impressive pad players, which has pretty much shown that Street Fighter is a game that's not necessarily dictated by the controller you play with; it's the strategies and tactics you employ. And both of them are essentially on equal playing ground."
Epic Looks Into AMD Issues
Epic Games said it is investigating issue with Unreal Engine 4 and AMD CPUs.
The problem appears in Squad which is the first big, publicly available game using Epic Games' Unreal Engine 4. The game was just stuck up on Steam so complaints about the AMD have been somewhat vocal.
The engine appears to create a poor performance on AMD CPUs due to an audio component of the engine. The issue has been reported before but no one took it that seriously. In fact some of theissues here seem to be a communication problem between Squad and Epic.
Squad developer Offworld Industries told Tweaktown that there was little it could do about this besides wait for Epic to fix it and release the fix in an engine patch.
However Epic's senior marketing manager Dana Cowley said she didn't even know about the problem until she was contacted by the media.
She said he was getting on the blower with the Squad team to investigate, and see how it could help.
There is a work around being suggested on the blogs which might help. If you navigate to C:UsersAppDataLocalSquadSavedConfigWindowsNoEditor, back up the Engine.ini file then open it with Notepad, find the [Audio] section, change MaxChannels from 128 to 96, 64, or 32, and save.
EA Goes Competitive Gaming
Electronic Arts is the latest publisher to add a dedicated eSports group to its business, as CEO Andrew Wilson today announced the formation of the EA Competitive Gaming Division.
"As the latest step in our journey to put our players first, this group will enable global eSports competitions in our biggest franchises including FIFA, Madden NFL, Battlefield and more," Wilson said, adding, "EA's CGD will seek to build a best-in-class program to centralize our efforts with new events, as well as the infrastructure to bring you the world's preeminent EA competitive experiences."
Wilson said the CGD will foster competition and community around EA's games, creating official tournaments and live broadcasts to entertain millions.
Leading up the new CGD will be Peter Moore, who will step down from his role as chief operating officer of EA at the end of the fiscal year to assume a new role as executive vice president and chief competition officer. Moore is well acquainted with EA's key competitive gaming franchises like FIFA and Madden; prior to assuming his current role in 2011, Moore spent almost four years as president of EA Sports. An EA representative said the company has not yet announced a successor to Moore in the COO position, with details on those plans to come in the weeks and months ahead.
Moore seems excited to lead a burgeoning field for EA. "As a longtime champion of competitive gaming, bringing this to life at EA is a once-in-a-lifetime opportunity for me," he said in a tweet. He also told IGN that this is something that EA has been thinking about for some time.
"We're already very engaged with our development teams around the world to make sure our games have got modes that lend themselves very well to competitive gaming, built-in from the get-go. Not as something that's put in as an add-on mode or a last-minute afterthought," he explained.
"Prior to the formation of this division, conversations have been had, not just within the last few weeks but in the last couple years, about how we've got games that are coming to market in FY17, FY18, and FY19, and making darn sure that if you're in a genre that lends itself to competitive gaming, you better have those modes built in."
Wilson also named Todd Sitrin as the division's senior vice president and general manager. Sitrin started with the company 14 years ago, leading product marketing at EA Tiburon for projects like Madden NFL and NASCAR Racing. Over the next decade, he worked his way up to senior vice president of marketing for all EA Sports, and has spent the last few years overseeing global marketing and product marketing for EA as a whole.
EA is by no means the only traditional publisher to identify an opportunity in the eSports market. In October, Activision Blizzard established its own eSports division. Unlike EA, Activision Blizzard looked outside its own walls for leadership of the group, tapping former ESPN CEO Steve Bornstein and MLG co-founder Mike Sepso to handle the new division.
Did Japanese Game Development Leave With Kojima
Hideo Kojima has left the building. The New Yorker has confirmed that the famous game creator's last day at Konami has come and gone, with a farewell party attended by colleagues from within and without the country – but not, notably, by Konami's top brass. Only a couple of months after his latest game, Metal Gear Solid V: The Phantom Pain, clocked up the most commercially successful opening day's sales of any media product in 2015, Kojima has left a studio facing shutdown – its extraordinary technology effectively abandoned, its talent scattered, seemingly unwanted, by a company whose abusive and aggressive treatment of its staff has now entered the annals of industry legend.
It's not exaggerating to say that an era came to a close as Kojima walked out the door of the studio that bore his name for the last time. For all of Konami's the-lady-doth-protest-too-much claims that it's not abandoning the console market, actions matter far more than PR-moderated words, and shutting down your most famous studio, severing ties with your most successful creator in the process, is an action that shouts from the rooftops. Still, there's some truth to Konami's statements; it's unlikely to abandon the console versions of Winning Eleven / Pro Evolution Soccer, or of Power Pro Baseball, any time soon, though more and more of the firm's focus will be on the mobile incarnations of those franchises. The big, expensive, risky and crowd-pleasing AAA titles, though? Those are dead in the water. Metal Gear Solid, Silent Hill (whose reincarnation, with acclaimed horror director Guillermo del Toro teaming up with Kojima at the helm, is a casualty of this change of focus), Suikoden, Castlevania, Contra… Any AAA title in those franchises from now on will almost certainly be the result of a licensing deal, not a Konami game.
One can criticise the company endlessly for how this transition has been handled; Konami has shown nigh-on endless disrespect and contempt for its creative staff and, Kojima himself aside, for talented, loyal workers who have stuck by the firm for years if not decades. It richly deserves every brickbat it's getting for how unprofessionally and unpleasantly it's dealt with the present situation. It's much, much harder to criticise the company for the broader strokes of the decisions being made. Mobile games based on F2P models are enormous in Japan, not just with casual players but with the core audience that used to consume console games. The transition to the "mid-core" that mobile companies talk about in western territories is a reality in Japan, and has been for years; impressively deep, complex and involved games boast startling player numbers and vastly higher revenue-per-user figures than most western mobile games could even dream of. Konami, like a lot of other companies, probably expects that western markets will follow the same path, and sees a focus on Japan's mobile space today as a reasonable long-term strategy that will position it well for tomorrow's mobile space in the west.
Mobile is the right business to be in if you're a major publisher in Japan right now. It's where the audience has gone, it's where the revenues are coming from, and almost all of the cost of a mobile hit is marketing, not development. Look at this from a business perspective; if you want to develop a game on the scale of Metal Gear Solid V, you have to sink tens of millions of dollars (the oft-cited figure for MGSV is $80 million) into it before it's even ready to be promoted and sold to consumers. That's an enormous, terrifying risk profile; while the studio next door is working on mobile games that cost a fraction of that money to get ready for launch, with the bulk of the spend being in marketing and post-launch development, which can be stemmed rapidly if the game is underperforming badly. Sure, mobile games are risky as all hell and nobody really knows what the parameters for success and failure are just yet, but with the time and money taken to make a Metal Gear Solid, you can throw ten, twenty or thirty mobile games at the wall and see which one sticks. The logic is compelling, whether you like the outcome or not.
Here's what nobody, honestly, wants to hear – that logic isn't just compelling for Konami. Other Japanese publishers are perhaps being more circumspect about their transitions, but don't kid yourself; those transitions are happening, and Konami will not be the last of the famous old publishers to excuse itself and slip away from the console market entirely. When Square Enix surveys the tortured, vastly expensive and time-consuming development process of its still-unfinished white elephant Final Fantasy XV, and then looks at the startling success it's enjoyed with games like Final Fantasy Record Keeper or Heavenstrike Rivals on mobile, what thoughts do you think run through the heads of its executives and managers? Do you think Sega hasn't noticed that its classic franchises are mostly critically eviscerated when they turn up as AAA console releases, but perform very solidly as mobile titles? Has Namco Bandai, a firm increasingly tightly focused on delivering tie-in videogames for Bandai's media franchises, not noticed the disparity between costs and earnings on its console games as against its mobile titles? And haven't all of these, and others besides, looked across from their TGS stands to see the gigantic, expensive, airship-adorned stands of games like mobile RPG GranBlue Fantasy and thought, "we're in the wrong line of work"?
Kojima isn't the first significant Japanese developer to walk out of a publisher that no longer wants his kind of game – but he's the most significant thus far, and he's certainly not going to be the last. The change that's sweeping through the Japanese industry now is accelerating as traditional game companies react to the emergence of upstarts grabbing huge slices of market share; DeNA and Gree were only the first wave, followed now by the likes of GungHo, CyGames, Mixi and Colopl. If you're an executive at a Japanese publisher right now, you probably feel like your company is already behind the curve. You've studied plenty of cases in business school in which dominant companies who appeared unassailable ended up disappearing entirely as newcomers took the lion's share of an emerging market whose importance wasn't recognised by the old firms until it was too late. You go home every evening (probably around midnight – it's a Japanese company, after all) and eat your microwave dinner in front of TV shows whose ad breaks are packed with expensive commercials for mobile games from companies that hadn't even appeared on your radar until a year or two ago, and none from the companies you'd always considered the "key players" in the industry. You're more than a little bit scared, and you really, really want your company to be up to speed in mobile, like, yesterday – even if that means bulldozing what you're doing on console in the process.
This is not entirely a bleak picture for fans of console-style games. Japanese mobile games really are pushing more and more towards mid-core and even hardcore experiences which, though the monetisation model may be a little uncomfortable, are very satisfying for most gamers; the evolution of those kinds of games in the coming years will be interesting to watch. Still, it will be a very long time before there's a mobile Metal Gear Solid or a mobile Silent Hill; some experiences just don't make sense in the context of mobile gaming, and there is a great deal of justification to the fears of gamers that this kind of game is threatened by the transition we're seeing right now.
I would offer up two potential silver linings. The first is that not all companies are in a position to break away from console (and PC) development quite as dramatically as Konami has done. Sega, for example, is tied to those markets not least by its significant (and very successful) investments in overseas development studios, many of which have come about under the auspices of the firm's overseas offices. Square Enix is in a similar position due to its ownership of the old Eidos studios and franchises, along with other western properties. Besides, despite the seemingly permanent state of crisis surrounding Final Fantasy XV, the firm likely recognises that the Final Fantasy franchise requires occasional major, high-profile console releases to keep it relevant, even if much of its profit is found in nostalgic retreads of past glories. Capcom, meanwhile, is deeply wedded to console development – it's a much smaller company than the others and perhaps more content to stick to what it knows and does well, even if console ends up as a (large) niche market. (Having said that, if a mobile version of Monster Hunter springs to the top of the App Store charts, all bets are probably off.)
"Hideo Kojima left Konami because he wants to make a style of game that doesn't fit on mobile F2P – and that's, in the long run, probably a good thing"
The other silver lining is perhaps more substantial and less like cold comfort. Hideo Kojima left Konami because he wants to make a style of game that doesn't fit on mobile F2P – and that's, in the long run, probably a good thing. He joins a slow but steady exodus of talent from major Japanese studios over the past five years or more. The kind of games which people like Kojima – deeply involved with and influenced by literature, film and critical theory – want to make don't fit with publishers terribly well any more, but that doesn't mean those people have to stop making those games. It just means they have to find a new place to make them and a new way to fund them. Kojima's non-compete with Konami supposedly ends in a few months and then I suspect we'll hear more about what he plans; but plenty of former star developers from publishers' internal studios have ended up creating their own independent studios and funding themselves either through publisher deals or, more recently, through crowdfunding. Konami's never likely to make another game like Castlevania: Symphony of the Night, but that doesn't stop Koji Igarashi from putting Bloodstained: Ritual of the Night on Kickstarter. Sega knocked Shenmue on the head, but a combination of Sony and Kickstarter has sent Yu Suzuki back to work on the franchise. Keiji Inafune also combined crowdfunding money with publisher funding for Mighty No. 9. Perhaps the most famous and successful of all breakaways from the traditional publishing world, though, is of a very different kind; Platinum Games, which has worked with many of the world's top publishers in recent years while retaining its independence, is largely made up of veterans of Capcom's internal studios.
Whichever of those avenues Kojima ends up following – the project-funding style approach of combining crowdfunding and publisher investment, or the Platinum Games approach of founding a studio and working for multiple publishers – there is no question of him walking away from making the kind of games he loves. Not every developer has his sway, of course, and many will probably end up working on mobile titles regardless of personal preference – but the creation of Japanese-style console and PC games isn't about to end just because publishers are falling over themselves to transition to mobile. As long as the creators want to make this kind of game, and enough consumers are willing to pay for them (or even to fund their development), there's a market and its demands will be filled. The words "A Hideo Kojima Game" will never appear on the front of a Konami title again; but they'll appear somewhere, and that's what's truly important in the final analysis.
Can eSports Become A Billion Dollar Industry?
Over the last few years, competitive gaming has made huge strides, building a massive fanbase, supporting the rise of entire genres of games and attracting vast prize pots for the discipline's very best. Almost across the board, the phenomenon has also seen its revenues gaining, as new sponsors come on board, including some major household names. Sustaining the rapidity of the growth of eSports is going to be key to its long term success, maintaining momentum and pushing it ever further into the public consciousness.
In order to do that, according to Newzoo, eSports need to learn some lessons from their more traditional athletic counterparts. Right now, the research firm puts a pin in eSports revenues of $2.40 per enthusiast per year, a number which is expected to bring the total revenue for the industry to $275 million for 2015 – a 43 per cent increase on last year. By 2018, the firm expects that per user number to almost double, reaching $4.63.
That's a decent number, representing very rapid growth, but it pales in comparison to Newzoo's estimates on the average earning per fan for a sport like Basketball, which represents a $14 per fan revenue – rising to $19 where only the major league NBA is a factor. To catch up to numbers like this is going to take some time, but Newzoo's research has listed five factors it considers vital to achieving that aim.
Right now, MOBAs are undeniably the king of the eSports scene, and one of the biggest genres in gaming. The king of MOBAs, League of Legends, is the highest earning game in the world, whilst others like Valve's DOTA 2 are also represent huge audiences and revenues, including the prestigious annual International tournament. Shooters are also still big business here, with Activision Blizzard recently announcing the formation of a new Call of Duty League.
Nonetheless, MOBAs are still the mainstay and if you don't like them, you're not going to get too deeply into competitive gaming as a fan. Although their popularity with the athletes is going to make them a difficult genre to shift, Newzoo says that broadening the slate is a key factor to growth.
Geographic reach
The major tournaments bring players, and audiences, from all over the world, but it's often only the very top tier of players who can find themselves a foothold in regular competition. Major territories like the US, South Korea and Europe have some local structure, but again League of Legends stands almost alone in its provision of local infrastructure. By expanding a network of regular leagues and competitions to more countries, eSports stands a much better chance of building a grassroots movement and capturing more fans.
Already a problem very much on the radar of official bodies and players around the world, the introduction of regulation is always a tough transition for any industry. However, when you're putting up millions of dollars in prize money, you can't have any grey areas around doping, match fixing and player behaviour at events. These young players are frequently thrust into a very rapid acceleration of lifestyle, fame and responsibility – a heady mixture which can prove to be a damaging influence on many. Just like in other sports, stars need protecting and nurturing – and the competitions careful monitoring – in order for growth to occur without scandal and harm to its stars.
Media rights
Dishing out the rights to broadcast, promote and profit from eSports is a complex issue. Whilst games like football are worldwide concerns, with media rights a hotly contested and constantly shifting field, nobody owns the games themselves. With eSports, every single aspect of the games being played is a trademark in itself, with its owners understandably keen to protect them. However, with fan promotion such a key part of the sport's growth, and services like Twitch a massive factor in organic promotion, governing the rights of distribution is only going to become a murkier and more complex business as time goes on. With major TV networks, well used to exclusivity, now starting to show an interest, expect this to become a hot topic.
Conflict between new and old media
That clash of worlds, between the fresh and agile formats of digital user-sourced broadcasting and the old network model is also going to be source of many of its own problems. One or the other, or even both, is going to have to adapt fast for there to be a convivial agreement which betters the industry as a whole. There's currently considerable pushback from established media against the idea of eSports becoming accepted as a mainstream activity, fuelled in no small part by their audiences themselves, so a lo of attitudes need to change. Add to that the links between these media giants and many of the world's richest advertisers and you can start to see the problem.
Is Metal Gear Solid V Going To Be A Hit?
If Hideo Kojima really is on the outs at Konami, he's at least going out with a bang. The embargo for Metal Gear Solid V: The Phantom Pain coverage hit last night, and the first batch of reviews are glowing.
IGN's Vince Ingenito gave the game a 10 out of 10, lavishing praise on the way it adapted the series' stealth-action formula to an open-world environment.
"Right from the moment you're told to get on your horse and explore the Afghan countryside, Phantom Pain feels intimidating, almost overwhelming in terms of the freedom its open world affords and the number of concepts it expects you to grasp," Ingenito said. "It's almost too much, especially given the relative linearity of previous Metal Gears. But what initially appeared to be an overly dense tangle of features to fiddle with instead unraveled into a well-integrated set of meaningful gameplay systems that provided me with a wealth of interesting decisions to make."
Vince Ingenito
Whether players choose to sneak their way to victory or go in guns blazing, The Phantom Pain affords them a number of avenues to do so. The game's day/night cycle and changing weather systems can make certain strategies viable (or not) at any given time. At the same time, a private army management meta-game lets players raid battlefields for resources and new recruits, which can then be put to use researching new technologies or using their skills to open up a variety of other strategic alternatives.
However, a perfect score doesn't mean a perfect game, and Ingenito does identify at least one weak point in the game.
It's a somewhat surprising criticism of the game, given Metal Gear Solid 4′s penchant for frequent and extended cutscenes larding the action with exposition and plot twists. While The Phantom Pain shows flashes of that approach (Ingenito noted the "spectacular" opening sequence), it ultimately produces a narrative he found "rushed and unsatisfying."
Obviously, that failing was not enough to tarnish an otherwise fantastic game in Ingenito's eyes.
"There have certainly been sandbox action games that have given me a bigger world to roam, or more little icons to chase on my minimap, but none have pushed me to plan, adapt, and improvise the way this one does," he said. "Metal Gear Solid 5: The Phantom Pain doesn't just respect my intelligence as a player, it expects it of me, putting it in a league that few others occupy."
GameSpot's Peter Brown likewise gave the game a 10 and praised its adaptable approach to missions, but enjoyed the story considerably more than his counterpart at IGN.
Peter Brown
"After dozens of hours sneaking in the dirt, choking out enemies in silence, and bantering with madmen who wish to cleanse the world, The Phantom Pain delivers an impactful finale befitting the journey that preceded it," Brown said. "It punches you in the gut and tears open your heart. The high-caliber cutscenes, filled with breathtaking shots and rousing speeches, tease you along the way. Your fight in the vast, beautiful, and dangerous open world gives you a sense of purpose. The story is dished out in morsels, so you'll have to work for the full meal, but it's hard to call it 'work' when controlling Big Boss feels so good, with so many possibilities at your fingertips."
Brown said prior knowledge of the series isn't a prerequisite to enjoying The Phantom Pain, but added that "Fans of the series will find their diligence rewarded in ways that newcomers can't begin to imagine." They'll also, in his estimation, be enjoying the pinnacle of the franchise.
"There has never been a game in the series with such depth to its gameplay, or so much volume in content," Brown said. "The best elements from the past games are here, and the new open-world gameplay adds more to love on top. When it comes to storytelling, there has never been a Metal Gear game that's so consistent in tone, daring in subject matter, and so captivating in presentation. The Phantom Pain may be a contender for one of the best action games ever made, but is undoubtedly the best Metal Gear game there is."
Matt Wales
Eurogamer hasn't published its full review yet, but Matt Wales weighed in with his impressions to date. Like Brown and Ingenito, Wales underscored the narrative approach as a major departure for the series.
"Beyond an outlandish, action-packed opening sequence… The Phantom Pain is a remarkably economical affair, telling its tale of '80s cold war subterfuge through snatches of radio dialogue (courtesy of Ocelot), and the occasional return to Mother Base between missions," Wales said. "It's fascinating to see such restraint from Kojima, a man well known for his self-indulgence and excess, especially considering that The Phantom Pain is likely his Metal Gear swan song."
On the gameplay side, Wales said The Phantom Pain "isn't exactly a radical reinvention of the stealth genre," but acknowledged the increased freedom players are given to accomplish the familiar assortment of objectives.
"Metal Gear Solid 5′s open world might not be vast, varied or stuffed full of things to do, but it's a place of constant movement," Wales said. "Night falls, day breaks, sandstorms sweep in, patrols come and go – and this organic sense of life means that missions are never predictable (no matter how often you play them) with tactical possibilities arising all the time. It's a game of planning and reacting in a world that refuses to stand still, making every minute matter and every success feel earned."
"The gameplay, storytelling, and protagonists in Metal Gear may shift with each new installment, but Kojima's ability to surprise and enthrall gamers remains unchanged."
Joe Juba
He also applauded the way The Phantom Pain managed to adopt an open-world design without the genre's standard glut of padding.
"[E]verything you do feels meaningful and consequential," Wales said. "Guard posts and roaming patrols aren't simply there for colour as you traverse the world: one careless move into hostile territory and every single enemy on the map will know you're coming, with more search parties and increased security radically altering the way a mission unfolds. And while other games tout choice and consequence as a headline feature, the Phantom Pain just gets on with it. Even the smallest action can have unexpected consequences – some significant and others barely perceptible."
Game Informer's Joe Juba gave the game a 9.25, currently one of the lowest scores the game has received on Metacritic (where it has a 95 average based on 15 critic reviews). Like some of the above reviewers, Juba was a bit disappointed at The Phantom Pain's approach to storytelling, but noted that having the narrative take a step in to the background puts the focus on the game's strongest point, its open-ended gameplay.
"A series can't survive this long without evolving, and The Phantom Pain is a testament to the importance of taking risks," Juba said. "An open world, a customizable base, a variable mission structure – these are not traditional aspects of Metal Gear, but they are what makes The Phantom Pain such an exceptional game. The gameplay, storytelling, and protagonists in Metal Gear may shift with each new installment, but Kojima's ability to surprise and enthrall gamers remains unchanged."
Sony Finally On Solid Ground Thanks To The PS4
The PlayStation business has had another phenomenal quarter in the first four months of 2015, selling three million PS4 units and turning in an operating income of $160 million from revenues of $2.365 billion. There are now 25.3 million PlayStation 4 units in the hands of players worldwide – a number achieved in less than two full years.
The console continues to be the company's fastest seller – outpacing the PS2, which took two years and eight months to reach the 20 million mark. Furthermore, thanks to dropping production costs for PS4 hardware, a 12 per cent increase in sales from the same quarter last year translated to a massive 350 per cent rise in operating income.
A strengthening dollar again hurt Sony's bottom line, having an estimated impact of 15.6 billion Yen on the revenue total of 288.6 billion Yen, but this was massively outweighed by the increase in sales and the efficiency gains of Sony's operation. On the strength of the results, Sony has added another 20 billion Yen in operating income to the sector's full year forecast.
The sales rate of PS4 shows a healthily steady growth in player base, returning to a gradual upswing after a huge blip in Q3, 2014. Sony has upgraded it full year forecast from 16 million units to 16.5 as a result – a figure which would show a substantial increase on 2014′s 14.8 million total. By Sony's own reckoning, the end of Q1 2016 will see nigh on 40 million of the consoles in homes. Vita sales once again went unmentioned in the report, whilst the gradual decline of PS3 continued.
Hardware wasn't the only success story. Network, ("Network includes network services relating to game, video, and music content provided by Sony Network Entertainment Inc.") mad almost as much in revenues, netting around 105.8 billion Yen compared to Hardware's 129.5 billion. The Other category (Other includes packaged software and peripheral devices) brought in 30.6 billion.
Overall, the corporation turned a healthy profit, banking $676 million in net from sales of nearly $15 billion. Whilst the PlayStation business is very healthy indeed, it's far from Sony's only, or even biggest, success story: Devices, Imaging, Financial Services and Music all continue to return a higher operating income.
GameStop Acquires ThinkGeek
Last week it was reported how Geeknet Inc. was in the process of being bought out by retailer Hot Topic for $16 a share or $37 million in cash.
However we have just discovered that deal was squashed because Thinkgeek got a better deal from Gamestop.
GameStop offered $20 per share and Hot Topic wanted away. GameStop's $20 per share deal also includes $37 million in cash and comes out to a total valuation of $140 million.
Geeknet must pay Hot Topic a three percent "break-up fee," which GameStop has agreed to reimburse.
What this will mean is that ThinkGeek customers can pick up ThinkGeek merchandise in GameStop stores.
The press release also mentions the potential of offering GameStop PowerUp Rewards members "exclusive, unique and cutting edge merchandise related to their favorite entertainment."
The deal should be concluded by the end of GameStop's second financial quarter of 2015, which will happen in August.
Does The PS4 Have a Weak First Party Fall Line-up?
At Sony's 2015 Investor Relations Day today, Sony Computer Entertainment president and global CEO Andrew House detailed the company's strategy for the coming year, including how it will address some shortcomings.
House began his presentation on a positive note, talking up PlayStation 4 as "the fastest selling hardware platform in our history," showing better-than expected growth and pushing PlayStation Plus subscriptions to twice what they were in fiscal year 2013. He said the company has a competitive advantage for the moment, and laid out three ways it hopes to maintain that. In addition to next year's launch of the Project Morpheus virtual reality headset and continued cost reduction efforts, House said the company needs quality software.
"We are working very hard to continue very strong support from third-party pubs and devs," House said. "Our first-party lineup is a little sparse this year, so I think this places even greater emphasis on getting good third-party support."
That doesn't necessarily mean exclusive third-party support. To date, House said Sony has been primarily trying to get multiplatform developers to simply take advantage of features the PS4 has over the competition, like SharePlay, or maybe include extra content in the PS4 version or give players early access to add-on content. Third-party exclusives are still an option, just not a frequently used one.
"I will admit that these are, in the current publishing landscape, few and far between, but we were able to announce a full exclusive around a franchise like Street Fighter so that Street Fighter 5 is a complete exclusive for PlayStation 4," House said, adding, "Although given publishing dynamics and development costs, those are increasingly difficult to secure."
House also talked about the decline in Sony's other platforms. As much as the PS4′s growth has exceeded expectations, so too has the PlayStation 3′s decline. House said the system's price simply isn't as competitive in the market as the PlayStation 2 and PSone were after their successors launched, and added that the shift toward more connected console experiences has also made less capable offerings less attractive.
House also cast a dim view of the company's handheld business. While he noted that the Vita platform remains "strong and vibrant" in Asia and Japan, his outlook for the current fiscal year included declines in the US and Europe. Additionally, he referred to the PlayStation Vita and its microconsole counterpart the PlayStation TV as "legacy platforms" when discussing a write-off of hardware components for the two.
"I would characterize 2015 as the beginning of a harvest period for the PlayStation 4 platform," House said. "The beginning of a harvest period. That being said, we are also undertaking to invest in the future, and 2015 will also be a year of investment."
That investment will be focused on a few areas. There's the Morpheus, of course, as well as continued spend on original PlayStation entertainment content like the TV show Powers (which was recently greenlit for a second season). On top of that, House said Sony would be investing in the expansion of its PlayStation Vue television streaming platform and a continued re-architecture of its PlayStation Network with an eye toward increasing stability and reducing maintenance downtime.
Is the PS4 Open To Pirating
Hackers from Brazil have managed to discover a new exploit for the PS4 which enables them to bypass the DRM on any software and games.
A couple of weeks ago, a number of electronic stores in Brazil had been advertising the means to copy and run a series of ripped retail games on the console.
At the time little was known about the hack back then, but information gradually began to trickle out from customers and make its way around the web. Please see below for commentary from Lancope.
Gavin Reid, VP of threat intelligence, Lancope said that Sony was playing an arms race against groups that benefit from the abilities to copy and share games.
The hack originates from a Russian website and has been pushed into the public by Brasilian retailers. The hack isn't necessarily a jailbreak for the PS4, nor is it really a homebrew technique.
What they did was use a retail PS4, with several games installed on it, with it's entire game database and operating system (including NAN/BIOS). This was then dumped onto a hacked PS4 via Raspberry Pi.
The entire process costs about $100 to $150 to install 10 games and $15 per additional game.
"Open source groups like Homebrew with more altruistic motivations of extending the functionality of the console alongside groups selling modified consoles specifically to play copied games and of course the resell of the games themselves at fraction of the actuals costs. This has happened historically with all of the major consoles. It would be highly unlikely not to continue with the PS4," he said.
Do Game Developers Have Unrealistic Expectations?
Over the last few years, the industry has seen budget polarization on an enormous scale. The cost of AAA development has ballooned, and continues to do so, pricing out all but the biggest warchests, while the indie and mobile explosions are rapidly approaching the point of inevitable over-saturation and consequential contraction. Stories about the plight of mid-tier studios are ten-a-penny, with the gravestones of some notable players lining the way.
For a company like Ninja Theory, in many ways the archetypal mid-tier developer, survival has been a paramount concern. Pumping out great games (Ninja Theory has a collective Metacritic average of 75) isn't always enough. Revitalizing a popular IP like DMC isn't always enough. Working on lucrative and successful external IP like Disney Infinity isn't always enough. When the fence between indie and blockbuster gets thinner and thinner, it becomes ever harder to balance upon.
Last year, Ninja Theory took one more shot at the upper echelons. For months the studio had worked on a big budget concept which would sit comfortably alongside the top-level, cross-platform releases of the age: a massive, multiplayer sci-fi title that would take thousands of combined, collaborative hours to exhaust. Procedurally generated missions and an extensive DLC structure would ensure longevity and engagement. Concept art and pre-vis trailers in place, the team went looking for funding. Razor was on its way.
Except the game never quite made it. Funding failed to materialize, and no publisher would take the project on. It didn't help that the search for a publishing deal arrived almost simultaneously with the public announcement of Destiny. Facing an impossible task, the team abandoned the project and moved on with other ideas. Razor joined a surprisingly large pile of games that never make it past the concept stage.
Sadly, it's not a new story. In fact, at the time, it wasn't even a news story. But this time Ninja Theory's reaction was different. This was a learning experience, and learning experiences should be shared. Team lead and co-founder Tameem Antoniades turned the disappointment not just into a lesson, but a new company ethos: involve your audience at an early stage, retain control, fund yourself, aim high, and don't compromise. The concept of the Independent AAA Proposition, enshrined in a GDC presentation give by Antoniades, was born.
Now the team has a new flagship prospect, cemented in this fresh foundation. In keeping with the theme of open development and transparency, Hellblade is being created with the doors to its development held wide open, with community and industry alike invited to bear witness to the minutiae of the process. Hellblade will be a cross-platform game with all of the ambition for which Ninja Theory is known, and yet it is coming from an entirely independent standpoint. Self-published and self-governed, Hellblade is the blueprint for Ninja Theory's future.
"We found ourselves as being one of those studios that's in the 'squeezed middle'," project lead Dominic Matthews says. "We're about 100 people, so we kind of fall into that space where we could try to really diversify and work on loads of smaller projects, but indie studios really have an advantage over us, because they can do things with far lower overheads. We have been faced with this choice of, do we go really, really big with our games and become the studio that is 300 people or even higher than that, and try to tick all of these boxes that the blockbuster AAA games need now.
"We don't really want to do that. We tried to do that. When we pitched Razor, which we pitched to big studios, that ultimately didn't go anywhere. That was going to be a huge game; a huge game with a service that would go on for years and would be a huge, multiplayer experience. Although I'm sure it would have been really cool to make that, it kind of showed to us that we're not right to try to make those kinds of games. Games like Enslaved – trying to get a game like that signed now would be impossible. The way that it was signed, there would be too much pressure for it to be…to have the whole feature set that justifies a $60 price-tag.
"That $60 price-tag means games have to add multiplayer, and 40 hours of gameplay minimum, and a set of characters that appeal to as many people as they possibly can. There's nothing wrong with games that do that. There's some fantastic games that do, AAA games. Though we do think that there's another space that sits in-between. I think a lot of indie games are super, super creative, but they can be heavily stylised. They work within the context of the resources that people have.
"We want to create a game that's like Enslaved, or like DMC, or like Heavenly Sword. That kind of third-person, really high quality action game, but make it work in an independent model."
Cutting out the middle-man is a key part of the strategy. But if dealing with the multinational machinery of 'big pubs' is what drove Ninja Theory to make such widespread changes, there must surly have been some particularly heinous deals that pushed it over the edge?
"I think it's just a reality of the way that those publisher/developer deals work," Matthews says. "In order for a publisher to take a gamble on your game and on your idea, you have to give up a lot. That includes the IP rights. It's just the realities of how things work in that space. For us, I think any developer would say the same thing, being able to retain your IP is a really important thing. So far, we haven't been out to do that.
"With Hellblade, it's really nice that we can be comfortable in the fact that we're not trying to appeal to everyone. We're not trying to hit unrealistic forecasts. Ultimately, I think a lot of games have unrealistic forecasts. Everyone knows that they're unrealistic, but they have to have these unrealistic forecasts to justify the investment that's going into development.
"Ultimately, a lot of games, on paper, fail because they don't hit those forecasts. Then the studios and the people that made those games, they don't get the chance to make any more. It's an incredibly tough market. Yes, we've enjoyed working with our publishers, but that's not to say that the agreements that developed are all ideal, because they're not. The catalyst to us now being able to do this is really difficult distribution. We can break away from that retail $60 model, where every single game has to be priced that way, regardless of what it is.
Driven into funding only games that will comfortably shift five or six million units, Matthews believes that publishers have no choice but to stick to the safe bets, a path that eventually winnows down diversity to the point of stagnation, where only a few successful genres ever end up getting made: FPS, sports, RPG, maybe racing. Those genres become less and less distinct, while simultaneously shoe-horning in mechanics that prove popular elsewhere and shunning true innovation.
While perhaps briefly sustainable, Matthews sees that as a creative cul-de-sac. Customers, he feels, are too smart to put up with it.
"Consumers are going to get a bit wary of games that have hundreds of millions of dollars spent on them"
"I think consumers are going to get a bit wary. Get a bit wary of games that have hundreds of millions of dollars spent on them. I think gamers are going to start saying, 'For what?'
"The pressures are for games to appeal to more and more people. It used to be if you sold a million units, then that was OK. Then it was three million units. Now it's five million units. Five million units is crazy. We've never sold five million units."
It's not just consumers who are getting wise, though. Matthews acknowledges that the publishers also see the dead-end approaching.
"I think something has to be said for the platform holders now. Along with digital distribution, the fact that the platform holders are really opening their doors and encouraging self-publishing and helping independent developers to take on some of those publishing responsibilities, has changed things for us. I think it will change things for a lot of other developers. "Hellblade was announced at the GamesCom Playstation 4 press conference. My perception of that press conference was that the real big hitters in that were all independent titles. It's great that the platform holders have recognised that. There's a real appetite from their players for innovative, creative games.
"It's a great opportunity for us to try to do things differently. Like on Hellblade, we're questioning everything that we do. Not just on development, but also how we do things from a business perspective as well. Normally you would say, 'Well, you involve these types of agencies, get these people involved in this, and a website will take this long to create.' The next thing that we're doing is, we're saying, 'Well, is that true? Can we try and do these things a different way,' because you can.
"There's definitely pressure for us to fill all those gaps left by a publisher, but it's a great challenge for us to step up to. Ultimately, we have to transition into a publisher. That's going to happen at some point, if we want to publish our own games."


text:
Latest pics at bottom.
Just a little sneak peek of my current build.
EDIT: Nearly done building it.
Just need to get my damn Shadow chain on that I snapped again for the 8773839504875938732 time.
Main Parts
Frame: Fit Wifi 21"
Forks: Odyssey CS2 Classic Race
Bars: Fly Montana
Drive Train
Pedals: Odyssey Twisted
Cranks: Subrosa Bitchin'
Sprocket: Tree LIte (25T)
Chain: Shadow Interlock
Front Wheel
Tyre: Shadow Strada 2.3
Rim: G-sport Birdcage
Hub: Odyssey Vandero 2
Guard: Denty (x2)
Rear Wheel
Tyre: Shadow Strada 2.3
Rim: G-sport Ribcage
Hub: Shadow Raptor
Guard: Custom made
Extra Bits
Grips: Cult Dehart
Stem: S&M Redneck XLT
Headset: Animal
Seat: Shadow Penumbra Crow
Post: Primo
Pegs: 2 Animal LINOG
2 Old ass Èclat ones.
Barends: Odyssey
Still gotta send my forks in for warranty and switching with some R25s and buy a new chainbreaker cause my wallmart one died on me today.
Might be getting a new stem possibly S&M Enduro or the Banned top load and thinking about a guarded 27T sprocket.
Also needs new grips.
yes, yes it does.
Dats one sexi bmxmachine.
Hell yeah man! That is a seriously dialed rig! Parts list is stacked! How are you liking the Strada tyres? They're supposed to have a softer sticky compound or something like that right?
Actually loving these tires coming from Aitkens that were relatively harder.
The nice thing about them is even though they're slick they really are sticky so for example when pumped up to 110 they still feel a little squishy, was a little skeptical at first but they turned out to be real good.
I like your bmxmachine. Looks like mine with a larger seat,tires,bars, and has pegs/lhd lol.
LOVE IT. Murdered all day every day.
isnowyaznV2 wrote:
LOVE IT. Murdered all day ...moreisnowyaznV2 wrote:
LOVE IT. Murdered all day every day.
I might get a polished stem to match the polished chain, I also have a black Shadow chain lying around somewhere missing a few links might consider it.
Nice, is it black or blue?
FreddyDapice wrote:
Nice, is it black or blue? ...moreFreddyDapice wrote:
Nice, is it black or blue?
Shiney black
FreddyDapice wrote:
Nice, is it black or blue? ...moreFreddyDapice wrote:
Nice, is it black or blue?
Supposedly Matt black but it looks shiny.
Put the chain on and if anyone wonders here's a pic of my home made guard.
Just a small update, put on the MDS, switched the birdcage with an Odyssey Hazard Lite only temporary till I can go back to Italy and grab my spare Ribcage, flipped stem for a little more rise, I'm picking up a polished Fit High Top I just never have the time to go pick it up, maybe this weekend.
Oh and I'm trying out some new Primo grips, longneck type of style, I actually really like em.
Riding the same cracked CS2s for a while now no problem, just waiting for them to pass away (they're bent too BTW haha) , most likely gonna get R25s.
Also trying to find a Mutiny Classic fat seat but my LBS doesn't have any.
Looking decent!
BMX_Forever wrote:
Looking decent!BMX_Forever wrote:
Looking decent!
I'll take that as a compliment haha.
odyssey million dollar swag
You appear to be missing a peg
BMX_Forever wrote:
You appear to be missing a ...moreBMX_Forever wrote:
You appear to be missing a peg
I know I could't find it when I was building it up so just said fuck it.
It's going on don't worry haha.

subset: commoncrawl


text:
Patient Comments: Herpangina - Symptoms and Signs
What were your child's herpangina signs and symptoms?
Comment from: Mommy, 0-2 Female (Caregiver) Published: June 19
My daughter is 20 months. She was fine and then all of a sudden on Saturday morning she was quiet, lethargic, and sleepy (so not like her). I felt her body and it was warm. I came home, took her temperature and it was 100.9. I gave her some cool water and a Popsicle, took her temperature again an hour later. It went up to 101.9. I gave her ibuprofen 5 ml. I took temperature 45 minutes later, and it went up again! She was still playful in between fever spikes so I thought she may have been teething on last few molars so I wrote it off. The next day, she was having fits, very irritable, crying about everything, we then noticed she had major outbursts when she was eating. We then rushed her to the emergency room (ER). They looked at her feet and hands first, based on the symptoms we gave. She had nothing on them, but they found the blisters in the back of her mouth. I was highly upset to find it was a virus and not a bacterial infection like strep that could be treated immediately. But she is doing fine, here it is the third day since diagnosis of herpangina, and she has only had mild fevers and nibbles here and there on food. She drinks with no problem. I made sure to give her fluids and foods shortly after ibuprofen kicked in. I also gave probiotics, vitamin C dissolve tablets, and echinacea drops each morning. She will be out of daycare for the whole week. I'm not sure if she got it from daycare or somewhere the week before when she was with my mom on vacation.
Comment from: someones dad, 0-2 Male (Caregiver) Published: June 05
My son was feeling great on Friday. We went out to dinner and he had quite an appetite. After dinner we went to the park, then had movie night, he was so excited and full of energy the whole time. The next morning (Saturday) he woke up crying (very rare) and had a fever of 103-104. He was lethargic and had very little to no appetite. He was very cranky and moody and had difficulty sleeping and excessive drooling. We watched through Sunday and he got worse with still a high fever, and we offered him popsicles and gave him lukewarm baths. He still did not want to eat. Finally took him to the doctor on Monday morning and they looked in the back of his throat and confirmed it was herpangina. He got it from his daycare. There was a notice sent to parents that the room next door to his had a confirmed case of (mild) Coxsackie virus. I bet the fact that it's just in the mouth is why it is herpangina. I did not notice any sores or bumps on his hands or feet or outside of his mouth. However there are bumps now on his elbow.
Comment from: Waterpolo mom, 13-18 Female (Caregiver) Published: February 14
My son had high fever of 102.5 C and severe headache that woke him up from sleep. His throat started to show white little blisters and red dots next day. We took him to the doctor"s suspecting strep throat but the test came back as negative. As for where he got this herpangina, I am suspecting the swimming pool that he spent 4 hours a day.
Comment from: ConcernMom, 3-6 Female (Caregiver) Published: December 30
My son had all symptoms of herpangina. He started off with a high fever of 103.7. After the fever broke the following day, his throat began to hurt. I took him to the doctor and the doctor stated there were blisters in the back of my son's throat. He is going on his fourth day of a sore throat. He eats very little and feels much better when eating popsicle.
Comment from: motomom, 7-12 Female (Caregiver) Published: January 09
My son started out with just fever (102.7) and cold symptoms. His throat became sore by the 3rd day. I thought he had strep throat and took him to the doctor when the herpangina sore was found. He was lucky in that he only got one sore. I have heard of cases where the child had a much higher temperature and multiple sores. It took about 12 to 14 days for all symptoms to disappear.
Comment from: SHARDAE23, 3-6 Male (Caregiver) Published: September 05
My son had all the symptoms: high fevers and sores at the back of his throat. He didn't want to do anything but drink fluids and sleep. He didn't eat much or do physical activity.
Comment from: Nyatengo, 3-6 Female (Caregiver) Published: August 12
My child had a high fever around 39 C (102.2).
Patient Comments
Viewers share their comments
Herpangina - Diagnosis Question: Describe the events that led to your child being diagnosed with herpangina.
Herpangina - Treatment Question: What treatment or medications did your child receive for herpangina?
Patient Comments are not a substitute for professional medical advice, diagnosis, or treatment. Never delay or disregard seeking professional medical advice from your physician or other qualified health provider because of something you have read on MedicineNet. The opinions expressed in the comments section are of the author and the author alone. MedicineNet does not endorse any specific product, service or treatment.
If you think you have a medical emergency, call your doctor or 911 immediately.
Report Problems to the Food and Drug Administration
You are encouraged to report negative side effects of prescription drugs to the FDA. Visit the FDA MedWatch website or call 1-800-FDA-1088.


text:
The Greek Palintonon weapon. The catapult is a device that hurls heavy objects or arrows over a large distance. It was invented in ancient Greece in 399 BC by Dionysius the Elder of Syracuse (at the same time we have the Gastraphetes). Probably earlier the Assyrians used missile devices (700 BC ?) and this idea has been passed to the Persians, the Phoenicians and later to the Greeks but the Greeks developed the first effective versions. The Romans later added wheels to the catapult to make.....
The Xiphos is a double-edged, single-hand sword used by the ancient Greeks. It was a secondary battlefield weapon for the Greek armies after the spear or javelin.


text:
Book your room at The Villa At Waters Edge
Get an overview of this hotel3.5-star lakefront Belmont vacation home in South Belmont
Located in South Belmont, this vacation home is within 6 mi (10 km) of Stowe Park, Belmont Heritage Learning Center, and Millican Pictorial History Museum. Gaston County Visitor Center and Harbortowne Marina are also within 6 mi (10 km).
Property Features
Tour/ticket assistance and wedding services are available at this vacation home.
Room Amenities
All 2 homes boast fireplaces and deep soaking tubs, while conveniences include sitting areas and refrigerators. Guests will also find WiFi, cable TV, and DVD players.Would you like to give us feedback? Share it! Opens in a new window
The Villa At Waters Edge170 Charity Lane Belmont NC 28012
Hotel Amenities
Hotel Amenities
The Villa At Waters Edge features tour/ticket assistance.
- Total number of rooms - 2
- Tours/ticket assistance
- Wedding services
Family Friendly Amenities
- DVD player
- Microwave
- Refrigerator
Available in all rooms: WiFi (surcharge)
Room Amenities
- Air conditioning
- Cable TV service
- Ceiling fan
- Coffee/tea maker
- Deep soaking bathtub
- DVD player
- Fireplace
- Iron/ironing board
- Microwave
- Private bathroom
- Refrigerator
- Separate sitting area
- WiFi (surcharge)
Hotel Policies
Check-in time starts at 3 PM
Special check-in instructions:
Check-out time is 11 AM
- Pets not allowed
You need to know
Extra-person charges may apply and vary depending on hotel policy.
Government-issued photo identification and a credit card or cash deposit are required at check-in for incidental charges.
Special requests are subject to availability upon check-in and may incur additional charges. Special requests cannot be guaranteed.
Hotel Name
- Villa Waters Edge
- Villa Waters Edge Belmont
- Villa Waters Edge House
- Villa Waters Edge House Belmont
- Waters Edge Villa


text:
Everyone is downsizing in an effort to eke extra miles from every gallon of petrol. Jaguar's latest idea is to put the 2.0-litre turbocharged four-cylinder petrol engine from the Range Rover Evoque into its all-aluminium XJ saloon – and this model will go on the sale in the UK next year.
To make it more to the taste of Jaguar's customers, refinement has been improved with a pair of balancer shafts for a smoother power delivery. The engine will also appear in the XF saloon – although this model is unlikely to come here – and could power the F-Type in future, too.
Effectively, the 2.0-litre replaces the old 3.0-litre V6, and it delivers 237bhp with 340Nm of torque at 2,000rpm, which ensures sprightly performance – 0-62mph takes 7.5 seconds.
Where the car really excels is cross country. Here the engine's lighter weight means excellent balance through twists and turns. The steering is light, but never vague, with plenty of feedback, while the fluid ride would be the envy of many rivals.
Although there's some initial turbo lag at low revs, once the engine has picked up its stride, deft use of the silky smooth eight-speed auto ensures it is always in the powerband's sweet spot. This guarantees a surprising turn of speed that can be easily maintained. Equally, motorway cruising is a refined and relaxing experience.


text:
The video player on a client website is always on top of my dropdown navigation. In similar cases I've used the <param name="wmode" value="transparent"> method with success. However, in this case I can't just put that param in my own code. Where/how would I implement it with the Podcasting player? Or, is there another method to solve my problem?
I have changed the z-index on the navigation with no success.
The site in question is http://www.violinsguitars.com.
Thanks for your time.


text:
CaptiveAire SystemsSustainable + Fast + Reliable
- 501-1,000 employees
- Private
- Founded 1976
"CaptiveAire's customers are loyal," says CaptiveAire President Bob Luddy. "We are grateful for the opportunity to provide them the best commercial kitchen ventilation products at the best cost. Every one of CaptiveAire's over 800 employees works hard to provide the fast, high-quality service our customers need and have come to expect."
CaptiveAire values its software developers highly and offers them immense opportunities for freedom and creativity while not having overbearing or micro management. We value very highly our developer environment and provide the absolute best in terms of equipment and work environment.
.NET Focused, C#
While we are primarily .NET focused, we evaluate technologies on a per-need basis and make decisions based on best fit and most value.
We have great benefits
Quality Environment
Cutting Edge Developer Workstations
Excellent Benefits
Software Engineers are 1st Class
Our open jobs
C# Full-Stack Developer @ CaptiveAire Systems
Raleigh, NC (relocation offered)
The following job description is available in the following location: Raleigh, NC Corporate…
Raleigh, NC 27616


text:
This is amazing! his eyes alone are completely gorgeous
Ahh wow, this is really pretty! I love this kind of style, but I'm sure it's hard to draw like this when it's not your usual style, haha;;; I especially love how you drew his eyes and hair, they're very pretty and fun to look at! Nice work~
Cool, rly о д о
Oooo~! I love the soft greens and the bright scarf is an incredibly eye-catching feature of this little doodle. I think my favorite part is his eyes - they are so beautifully drawn! That, along with his lovely smile, truly makes your image shine and the character's warm personality come alive. Wonderfully done!
I love the simplicity yet really detailed colors of this piece! The colors are just so lovely and his expression makes it even better. <3
waaaa~ so beautiful!
This is amazing //A// asDFghjkl;'sdfghjkl;
what is their name? 0u0
wahh hello!! his name is Kaede!! he's the OC of my friend Buru >V<
he seems identical to the Hana Asakura that I dream that comes out in the manga ShamanKingFlowers *¬*. SOOOOOO COOL!
awesome artwork
amazing !!!
this artwork makes me feel calm vuv
Your art has been featured in my M. Features Vol. 7 !
Please don't forget to and maybe look a bit through it ? so that many deviants can see it!
Keep up the wonderful work!
Your art has been featured in my M. Features Vol. 7 !
M. Features! Volume 7Hello everyone! Here is te 7th volume of the Mega/Monthly features!!
Bigger thumbs this time!
Please be kind and fav this feature journal so that many deviants can see it!!
A kind comment makes someone's day!!
I'd like to occupy some more space by thanking this fabulous artist for drawing my OCs, LOOK AT THEM! So cute!! [I think I've fainted.]
Please don't forget to and maybe look a bit through it ? so that many deviants can see it!
Keep up the wonderful work!
Wow it's amazing! He's beautiful<3 You've got big talent
So beautiful!!!!!!
ehi I definitely love it! so don't say you'll never try this again!
ahah thank you!!! Well this was more of an experimental thing so I might incorporate somethings from here into my current style, but I don't think I could ever fully take this on as my official style/// anyway i'm not very consistent anyway ww it'd end up deforming into something else before you know it ^P^;;;
well, I think artists should always experiment, so don't worry about being consistent I wanted to draw manga too, but I only found traditional drawing courses, so I ended up drawing more realistic manga!xD so I can say that not only experimenting is funny, it has made me more open minded too! so...I like your current style but...never say never!
WOW!!! i luv him!!!
wow, he is lovely . I love your drawing and colorting really mich <3, he looks really great at your drawing style ! his eyes sparkle so nice *w*.
wahduf thank you so much for the kind compliments!!! I had a lot of fun with this so I'm glad you enjoyed it as well >V<
ahhh the colors and the way you color and draw is just so nice ;;o;;
/// teach me your waysss
/// teach me your waysss


text:
That actually looks good.
jonah- i think it was all the fans of that big country music show at qwest field. there were armies of them on saturday when i went to the hot dog eating contest @ pioneer square. there was an unacceptable amount of cowboys and cowgirls that day.
You're not even 21!
skittlebrau! thats amazing!
Thank you for taking the Skittlebrau bullet for the rest of humanity.
I dunno know how they could have been out of Buzz Cola a day and a half later. On the 10th this is what I saw ...
You know what would be even better than adding Skittles to your beer? Adding a pack of that German blutorange wodka from the earlier slog post. It's a drink that's its own chaser!
Had a orange cream squishee couple nights ago. Don't know if that's one of the regular flavors or a special add. Mighty tasty, and the weather certainly warranted it.
I hope the movie isn't as lame as that 7/11 "makeover". But I fear otherwise...
Beautiful. It's nice to know that my Simpsons references aren't going over the head of everyone.
I went on the first day, and was able to get Krusty-O's and Buzz Cola. They are just fruit loops, much to my dismay. I thought they would be larger frosted cheerios.
Oh well.
The Buzz Cola is surprisingly good.
Nothing funnier than seeing an Indian clerk wearing an "Apu" nametag.
If you don't mind breaking the experience into two parts, I'm pretty sure other 7-11's have the Simpsons merch (i.e., Krusty-O's, Buzz Cola), if not the complete makeover. They were out of everything, including the pink donuts, when we stopped by a week or two ago, too.
Comments Closed
In order to combat spam, we are no longer accepting comments on this post (or any post more than 45 days old).


text:
MILLIS � An informational seminar on the Senior Circuit Breaker Tax Credit will be held Wednesday, Feb. 12, at the Senior Center.
State Sen. Richard Ross, R-Wrentham, and Rep. David Linsky, D-Natick, will be joined by Brian Lynch of the state Department of Revenue for the 10 a.m. talk.
The Senior Circuit Breaker is a tax credit for elders whose property payments account for more than 10 percent of their annual income. Eligible seniors will receive a dollar credit on their Massachusetts tax return for every dollar that their total property tax, water and sewer bills exceed 10 percent of their income. A maximum of $1,030 credit is available.
To be eligible, taxpayers, 65 years or older, must own or rent their residence in Massachusetts, and have an annual income of: $55,000 or less for a single filer; $82,000 or less for joint filers. Also, the property�s assessed value cannot exceed $700,000.
Location, ST | website.com


text:
Vandals wrote "BLK 18" and numbers 4:20 in orange paint on three sides of the Stephen F. Austin Middle School building.
Anyone with information about the vandals is asked to call Student Crimestoppers at 372-TIPS.
Amarillo Globe-News © 2016. All Rights Reserved. Terms of Service | Privacy Policy / About Our Ads


text:
News Archive
St. Cloud Area Skating Rinks Now Open
The St. Cloud Park and Recreation department has officially announced multiple skating rinks now open for skating.
Those rinks include: Schmidt Park, Rotary West Park, Seberger Park, Southwood Heights Park, Rolling Ridge Park, Centennial Park, Raymond Park, Talahi School and Lake George.
Centennial Park, Raymond Park, Rolling Ridge Park and Rotary West park are open for both hockey and pleasure skating.
Lake George, Southwood Heights and Seberger Park are open only to pleasure skating. Schmidt Park and Talahi School are open only to hockey skating.
The Lake George Warming Shelter will be open Monday through Friday from 4:00 to 8:00 pm. As well as 1:00 pm to 7:00 pm on Saturday and Sunday. Free ice skates are available at this location.
The Southside Park Shelter will be open for hockey skating open and free ice skates will be available. That park will be open Tuesday and Thursday from 4:00 to 8:00 pm, as well as Saturday and Sunday from 1:00 pm to 8:00 pm.
Latest News
Detours Will Be Posted Along The Lake Wobegon Trail Early Next Week Near Melrose
Motorcyclist Hospitalized In Serious Condition In St. Cloud After Crash Saturday
K-9 Retires From Benton County Sheriff's Office Wednesday After ACL Injury
St. Cloud Area Schools Receive Grant Support From MnDOT For Bicycle Safety Education
Sports Schedule
Audio Feeds
Subscribe to what interests you. More information about podcasts and software.


text:
This is a discussion on Hypothetical: Youtube Bans Firearms Related Videos within the The Second Amendment & Gun Legislation Discussion forums, part of the Related Topics category; Google is not pro firearm. That said, what makes you guys think you are stuck with google or youtube? I'm sure some site will be ...
Google is not pro firearm.
That said, what makes you guys think you are stuck with google or youtube? I'm sure some site will be able to host a video or make a search engine that doesn't restrict your searches. Typically as technology companies get too overbloated, opinionated, and incredibly too invasive - people tend to ditch them for more streamlined technology. Look at antivirus suites like Norton and McAfee. Look at AOL. Look at myspace. Once a certain entity begins to suck, some entrepreneur will step up to the plate and offer a better alternative.
"When those who are governed do too little, those who govern can, and will, do too much." Ronald Reagan
Do what you can; then do what you must
We will all see video's on how to get along and be more tolerant.
Thanks guys. Regardless of what you think would happen, save them anyway. You're already on the computer. Take the time and save a few. All the popular browsers have extensions that allow you to save Youtube videos.
It's happened before:
If you're going to carry one weapon, might as well carry two, because as the saying goes, "Two is one, and one is none."
"Liberals can decline or whine, but I will still carry and conceal mine." - Cold Warrior. Excellent quote good sir!
"Outside of the killings, Washington has one of the lowest crime rates in the country,"
--Mayor Marion Barry, Washington , DC .
All gun related videos should be edited to include a background picture of Dear Leader or similar elected official. They'd never ban free publicity.
"I believe there are more instances of the abridgment of the freedom of the people by gradual and silent encroachments of those in power, than by violent and sudden usurpations James Madison 1788
Guns and information about guns were available wayyy before YouTube, Google, Facebook & the rest of em' ever appeared on the scene. Who cares if Youtube takes a kumbaya stand? With rare exception, the VAST majority of the firearm-related videos are posted by chuckle-headed ego-maniacs who don't know "come heah" from "sic 'em" about guns anyway. It's like being worried about what Oprah & Whoopie think about all this.
There are only TWO kinds of people in this world; those who describe the world as filled with two kinds of people...and those who don't.


text:
[Watch] Here's What Happens When Your Side Chick Crashes Your Wedding
It's a scene out of a Tyler Perry movie.
Hollywood's baby boom just got bigger. Devious Maids star Dania Ramirez is pregnant with twins, the actress announced on Instagram. She shared her baby news by posting an image of her sonogram. This is the first pregnancy for Ramirez, who is married to director Bev Land. Land has an 11-year-old son from a previous relationship with actress Sharon Leal.
Black Eyed Peas singer Fergie, who is much farther along in her pregnancy than Ramirez, had her own baby news to share. The pop star and husband Josh Duhamel are expecting a boy, the actor confirmed on Live With Kelly and Michael. The bundle of joy is due in late August or early September.
Fergie is preparing to expand her family by making sure everyone has the same last name. The mom to be, born Stacy Ann Ferguson, legally changed her name to Fergie Duhamel this week. The former Wild Orchid member wasn't known as Fergie until she became the front woman for the Black Eyed Peas in 2003.
Congratulations to both expecting mothers!
BET.com is your #1 source for Black celebrity news, photos, exclusive videos and all the latest in the world of hip hop and R&B music.
(Photos: Frederick M. Brown/Getty Images)
It's a scene out of a Tyler Perry movie.
A few fellow students have taken to Instagram displaying an appalling lack of remorse


text:
Click here
Sign up now
Get insider deals first, exclusive promotions
and more delivered to your inbox each week!
We respect your privacy and take
it very seriously. View our privacy policy.
Thank you for subscribing to our newsletter.
Be sure to check your email for exclusive
offers and discounts.
Please wait while we add your item(s) to cart...
Free Expedited Shipping
, arrives in 1 to 3 business days.
Compagno 2 (White) - Bluetooth 3.0 Keyboard with Carrying Case for iPad 2
The Adesso Compagno 2 detachable Bluetooth 3.0 keyboard and case are the perfect companions for your iPad 2. This sleek and stylish detachable Bluetooth 3.0 keyboard includes a standard layout with iPad and Multimedia Hotkeys, to access iPad 2 shortcuts with one-touch. The keyboard is designed with a silicon material that protects it against spills and water, while also providing a fast and almost silent tactile response. A contemporary faux leather case accompanies your keyboard to protect your iPad 2 from the unexpected. This case not only protects, but it also provides multiple viewing angles for easier typing, Internet browsing, and video viewing. In addition, the Compagno 2 case design gives your two iPad 2 cameras full visibility and includes a magnetic closure that automatically wakes and sleeps your iPad when you open or close the case.
MacMall offers next day delivery on select products when you choose them before the stated deadline and use FedEx Standard Overnight, Priority or Saturday delivery. If you don't need it overnight, we also offer great 2-5 day shipping options.
To make sure all the item(s) you're buying are all eligible for next day delivery look for the "Get it by . . ." message which displays a cut-off time and shipping method. This message lets you know that next day delivery is still available.
To take advantage of next day delivery:
Canceling items, combining orders, or changing your shipping address or shipping options after you place the order might affect your next day delivery.
Next Day Shipping Options:
MacMall is the #1 Apple Direct Reseller. We sell more Apple-branded products than any other direct Apple reseller. Since 1987, MacMall has been supplying Mac computers, iPads, Mac software, iPods, iPad accessories, and more Apple brand products and consumer electronics to consumers, businesses, and creative professionals. At MacMall, we understand the increasing demand for the best quality consumer products at huge discounted prices. That's why we are proud to offer the lowest prices on our extensive selection of best-selling products, and hard-to-find Mac and iPod products you crave. Get yourself the new iPad or the new Apple TV for your family. Looking to upgrade your MacBook? Or just want to find out the best suited iPod/iPhone accessories for your hot gadget? Keep your iPad up-to-date with function and technology with our line of top-brand iPad accessories. Compare brands. Equip your Apple products. More than the innovative products, MacMall goes beyond commerce and into affordable, high-quality business solutions. From customized business sites to financing & leasing to software licensing, technology certifications, configuration services, packaged service programs, and more. Enjoy easy management, easy installation, and easy implementation. Discover a whole new way to create and re-create your business. Plus, with our 24/7 customer service hotline, we're always just a phone call away no matter when you want to reach us. Get the MacMall Advantage. Don't miss out on the best deals, special prices, rebate savings, exclusive bundles, and dedicated service you won't find anywhere else!


text:
RC Airplanes Novice - Remote Control Airplanes
Rc Planes - 3D Aerobatic
RC Planes - RC Airplanes - World War 2
Buy ready to fly remote controlled airplanes from ParkFlyers, with everything you need to fly in one box. All of our radio controlled airplanes come pre-assembled, pre stickered with all the electronics already installed from the factory. There is no need for extra items or complicated assembly. All of our RTF airplanes feature the highest quality hobby grade components. Furthermore, all ParkFlyers' radio controlled airplanes come with quality control certification to ensure your model comes shipped in working order.
All of our RC RTF airplanes include:
Copyright © 2016 ParkFlyers RC. All Rights Reserved.


text: Members of the Kentucky National Guard in Frankfort, Ky., had no complaints about the Big Ass Fan® installed in its 20,000 sq. ft. helicopter maintenance hangar, but when the opportunity arose for an upgrade, guard members jumped at the chance. With the hangar doors opening and closing for helicopters all day, consistent temperatures were hard to find in the non-air-conditioned and poorly insulated space.


text:
Length: 23 cm
Width: 21 cm
This stylish sling bag from Lino Perros is designed for the fashion conscious. Wear it across or on your shoulder and be the cynosure of all eyes.
Brown sling bag that has one main zipped compartment with two zipped pockets on the front
One long adjustable handle with branded steel zips
Brand badge on the front and a buckle design on the sides
Wipe with a clean, damp cloth to remove dust


text:
Music Boostersbe.supportive
- To provide financial support for the music program at Elk County Catholic High School.
- To help promote interest in the overall music curriculum.
2015-2016 Music Boosters Officers
President – Mrs. Kimberly Kim
Vice President – Mrs. Julie Miller
Secretary – Mrs. Kristy Agosti
Treasurer – Mrs. Judy Herbstritt
Bingo (second Friday of each month)
Sounds of Autumn Competition
Fall Mum Sale
- Blood Screening
- Schwan's Food Sales – Through Schwans-Cares.com, you can order from Schwan's Home Delivery and help our organization meet its fundraising goals. Every time you order between November 1 and December 16, 2015, 20% of product and 40% of e-gift card sales will go back to the ECC Marching Band! Click here to learn more about the program.
Cash Bashes
Seasonal Concerts/Music Banquet
Meetings are held on the first Wednesday of every month.
Music Program
To learn more about the music program at ECCSS (including schedules, the band handbook, and the programs that are offered), click here.
For more information on our Music Boosters or to get involved in our music program, please contact Ray Knight (834-7800) or Kim Kim (594-1688).


text:
2012 Walk A Mile
Watch exclusive concerts and events supporting Walk A Mile right here. Go to www.2012walkamile.com to download the SoFit App from the Apple App Store or Google Play to start taking active steps for tolerance today.
Livestream SessionsLive performances and chats with your favorite artists from the Livestream Studio.Follow


text:
Join GayCities, the fun way to discover the worldSee where your friends and people like you are going and what they say about places and events worldwide.
Denver Swim Club
The Denver Swim Club is located 3 miles east of Broadway on Colfax Ave., and 4 blocks east of Monaco Parkway. It is on the north side of the street, with ample parking on both sides of the building. Look for the lighted arches--not to be mistaken for the golden arches, thought what you might find inside the club could be considered golden.
Mostly Men,
6923 E Colfax Ave (Onidea)
Denver, CO 80220
(303) 322-4023
24 hours
Join GayCities and share your take
WOW...Denver Swim Club is the best venue in Denver for Gay and Bi men to socialize, play and enjoy. One of the finer clubs I have ever been to... A must stop by if your in Denver
kriscapecod loves Denver Swim Club
ChineseTigerEye was here"Lot of "F"un ! "
CleanI just wish EVERYONE at DSC would use condoms. Its 2016 people! Come on and be smart
Patrick87 loves Denver Swim Club
RoyCowboy loves Denver Swim Club
wildtr is now a fan
Great New LookI was there on Thursday February 6 from about noon to 4 pm. The place was quite busy for a week day, with an excellent age distribution from the lower 20s to 60+ . Most guys in the 25 to 35 bracket. The new look of the shower area is excellent! Still a few details to be finished up - like getting all showers operational. But you are absolutely on the right track. Cannot wait until the new steam room is finished as well. Interesting to see how the center of activities moves around when you close an area for remodel: while the steam room is always full of one-on-one and group activities, now much of that has shifted into the TV room. Its new layout can easily accommodate that. But it looks like by the end of February the steam room should be back on line. Great place to have fun with some younger guys or with some mature and highly sophisticated guys. If you drifted to some the competition during the lengthy remodel period, it's time to cum back.
- more (54)
You Love This Place, Now Tell us Why
So you like Denver Swim Club? Write a review and tell everyone why.
YOU ARE NO LONGER A FAN OF uu~wwr Swim Club
You are no longer a fan of Denver Swim Club.


text:
ODT Online
ODT /directory
Sculptor Deane Weastell began working on the horses in the
middle of last winter and said this week he hopes they will
be finished in another three weeks.
The horses - made from reinforcing steel, wire-netting and
concrete - will be teamed up with an almost century-old wagon
that has been restored and displayed alongside Luggate's main
The project has been organised by the Luggate Community
Association with voluntary labour and funding from grants and
Mr Weastell said his biggest concern was moving the 1.5-tonne
horses from his property, between Wanaka and Lake Hawea, to
Luggate, without causing cracks or breakages.
A name, residential address, and (preferably residential) telephone number is required from readers who comment on ODT Online. These details will not be visible to site visitors.
Post a note
Submit your news & photos - Login or
Opinion? Have your say - Login or Register
Submit your
event or notice
Add a photo
Bookmark ODT
Make ODT my
Otago Daily Times print and digital edition, The
Star - Dunedin, The News - Central Otago, The
Ensign - Gore, Southland Express -
Invercargill, Southern Rural Life - Otago and
Southland, The Courier - Timaru, Courier Country - Canterbury and
West Coast, Queenstown Times - Queenstown, Mountain Scene -
Queenstown, The Oamaru Mail - Oamaru, The
Greymouth Star - Greymouth, Hokitika Guardian - Hokitika,
West Coast Messenger - West Coast, The Ashburton Courier -
Ashburton, The News - North Canterbury, Extra! schools
publication, Property
Times South Canterbury