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A delightful little photo frame with a highly decorative gilded decoration around the glazed aperture 3 1/2" x 2 1/4".
Dating to the Victorian era it remains in excellent condition. Measures 4 1/2" x 3".
Item ID: 22202
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All the Guitars in Tennessee Framed Print
James G. Hancock
Music lovers and Tennesseans will love this fun piece of art. The artist personified the home of country with an overlapping jamboree of guitars of all sizes, shapes and sounds. This 19" x 25" print comes in a black frame. More
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subset: commoncrawl


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Will Sisko return in the upcoming Featured Series?
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Archived Post
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
There is no such thing as "soft" or "
de facto
" canon in
. Ask one of the novel authors* if their novel is in any manner "canon" whatsoever, and they will tell you that is absolutely not. If it was a produced, aired television series or movie, it is canon. If it is a licensed work, it is not canon. It's that simple.
(* Seriously, go ahead. Several authors post on the Trek Literature forum at TrekBBS. This "soft canon" nonsense comes up regularly there, and they all shoot it down.)


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1 3/4 C. all-purpose flour 3 T. granulated sugar 2 1/2 t. baking powder 2 t. grated orange peel 1/3 C. cold butter 1/2 C. dried cranberries 2 eggs, slightly beaten (divided) 4 to 6 T. half-and-half Preheat oven to 400°F. In a medium bowl, combine the flour, sugar, baking powder and orange peel. Cut the butter into the flour mixture until it resembles fine crumbs. Stir in cranberries, 1 beaten egg and just enough half-and-half to enable dough to form into a ball. Turn the dough onto a lightly floured surface; knead lightly 10 times. Roll or press dough into a 9-inch circle; cut into 10 wedges. Place wedges 2 inches apart on a lightly greased cookie sheet. Brush with remaining beaten egg. Bake for 10 to 12 minutes or until light golden brown. Remove from sheet immediately. Serve warm. |
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TD-Complete Submission
What to expect when you're expecting (an acceptance letter)
4.17 / 5.00 3,292 ViewsJust a fun little thing I whipped up in less then a day.
I haven't done something funny since Robotech Director's Cut.
This is also my first Clock Crew Flash.
I heard this on my local radio station and thought it might make a great Flash movie.
Yes, the voice is not Tom Fulp and I know he isn't 19.
Just enjoy it. It's for the sake of humor.
New episodes of Comet Magnum coming in September.
Yes it was very funny lol
ya dude make series they were funny as hell
That was good
That was hella funny. You should do a whole series of prank calls dude.
It had a few funny parts. But frankly, it was rather disturbing xD
Nothing amazing or fantastic, but I enjoyed it none the less...(as I'm sure that was your aim.)Nice job on Fulp's face ^_^;
well done
i thought it was pretty funny defently a must watch and try it on your friends


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Quick Ass Review Time: Mirror's Edge and Too Human
on 03.14.2009
So, this week
my blog reviews
return. This time I tackle everyone's favorite free running hottie and the game everyone loves to hate. Enjoy.
Mirrors Edge
Mirrors Edge is game I really wanted to like from the very first time I saw it. Im a huge sucker for games that try new things or adapt certain mechanics for unconventional means. A first-person action platformer, a genre traditionally reserved for third person games (and arguably rarely done well anymore), is one such type of mechanic/perspective switch that interests me to no end by default. Luckily the game didnt disappoint me in the grand scheme of things.
The key to ME (fuck yeah I abbreviate shit) working for me was always going to be the controls and the fluidity of the action. I feel the results were sort of mixed. The controls on one hand were as simple as pie to wrap my head around. They became second nature within an hour or so. However, the actual games fluidity was archaic at best.
Too bad you can't actually do that.
I do believe part of the reason I had trouble adapting to what the game requires is because we rarely, if ever, have played a game with such open mechanics. You can jump off, run across, boost over, etc. over almost anything in the game. Thats new. Getting my brain to think outside the box in terms of what the game would allow me to do was a big step. I was often stuck places because I didnt always realize I should even consider some crazy run-jump-swing combo, which is admittedly more my fault than the games fault. However, this fell apart after I made the mental leap and did begin to think more acrobatically (so to speak) when I would be slapped in the face with a maneuver that the game would let me do. Wait, I can run up the side of buildings and leap and bound like a gazelle but I cant jump over that shrub? Or box? Huh? It pretty much made me hope DICE gets another chance to try and marry the controls and play style to a more polished sequel with an even more robust list of moves available.
Oh. Hai.
The story was meh but should have been much longer. The in-game graphics were awesome. The cut scenes wanted to be an Esurance commercial but couldnt if they tried. Im not a huge fan of racing games and an even lesser fan of time trials in games, so the additional game modes were not very thrilling to me in the slightest. I played a few until I realized I could spend my time better elsewhere.
Quick ass review score: 7/10
Too Human
Too Human is a game I have followed through all of its development announcements and eventual woes. I am a huge fan of ancient mythology, with Egyptian and Norse being my two favorites. Getting a Norse-themed game drenched in futuristic technology was just too much for me to handle. I was steadily a giddy schoolgirl every time a new announcement was made. Then Denis Dyack decided to be a douche and ruin any hope the public had of giving the game a fair shake. I held out on passing judgment until I played the game myself and Im glad I didnt buy into the hype because, despite Too Human wasnt the epic RPG experience Dyack and company claimed, it was a fun hack n slash adventure with some gameplay quirks that were worth looking past.
The control and camera system are the two things people will be torn between loving and hating while playing the game. The attack controls were pretty much all mapped to the right analog stick, which is usually reserved for camera controls (more on that in a minute). The idea was that moving the stick in a direction would let you attack enemies in that direction and it worked pretty effectively. After a few hours I learned that some finesse with holding and flicking the stick allowed for more powerful combos. Laying waste to an entire mob of goblins never got old (although the goblin designs did) and I had fun throughout.
Fuck you.
Speaking of fun, when I played I was REALLY in the mood for a hack n slash game where I could level up and equip crazy weapons and armor and lay waste to goons. TH delivered that experience in spades. I ran around with giant hammers and swords, whippin out pistols and laser rifles, slaying countless enemies. The augmentation of weapons and armors could have been more fluid, but I got a hang of it an hour or so in, so it didnt prove too big of an issue by the end.
The camera really wanted to be cinematic but often failed. For a game that tried to be so epic in scope, you were often fighting in close cramped quarters and the camera took a shit on you in the middle of a battle more often than not, which was sad to say the least. Having to press two buttons to manually move the camera was just not acceptable in the heat of battle.
And how heated the battles got! Often times I would run into a room and simply get slaughtered. Enemies would attack you while down (or standing back up) and barrage you with attacks. There was often no chance at tactical reasoning. A lot has been said of the Valkyrie death animation, so I wont speak to it, however I will say that I have come to believe that if a game starts you back exactly where you left off after dying it is blatantly telling you the developers KNEW youd have no chance of making it through certain sections. That reeks of bad mechanics, bad development, or a combination of the two. Games shouldnt be hard because the game literally wont let you through a section without dying two or three times. They should be hard because it takes thought on the behalf of the player to navigate the gamescape. Too Human was more the former than the latter, sadly.
If only you could actually wield both at once, maybe they would have given us a traditional control scheme.
The graphics were decent, despite Silicon Knights hatred of the Unreal engine. The in-game graphics werent stunning but they got the job done. You were often running around with a giant hammer smacking shit in the face. How gorgeous does it need to be (and it was gorgeous artistically speaking)? However, the use of the in-game engine for the cut scenes showed how powerful the engine could be. I was often taken aback by the fidelity of the cut scenes. I drew the conclusion the engine was great for a game just not this one. The camera would need to be closer to the character to show off the graphics, which TH didnt do.
Sadly the games creators were so assured the game would change the way we play games and that it would warrant a number of sequels that they didnt bother tying the games narrative threads together by the end, instead leaving it open to the sequels that at this point will likely never see the light of day. Thats sad because the best part of the whole story was the last series of cut scenes setting up the coming action. Sigh.
Quick ass review score: 6/10
Thanks for reading!
Up next will be Mercenaries 2 and Ratchet & Clank Future: Tools of Destruction. Stay tuned.
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Quick Ass Review Time: L4D and Gears 2
on 02.08.2009
So, this week takes a slight turn from
my other blog reviews
, because these two titles are ones that I purchased. Not saying they are more notable because of it, although that may be, I guess all it means is I can play these whenever I want cause theyre on my shelf full-time. I took my time playing them and was in no rush to beat them. Take that as you will.
Left 4 Dead
Alright, so what can I say about L4D that already hasnt been said? It won Dtoids GOTY as well as being near the top of almost every other website and publications lists, as well. Its a phenomenal multiplayer experience and has one of the highest levels of combined replayability and visceral thrills. To sum up how I feel, it has yet to get old.
However, for this review, knowing that I think its the best multiplayer game since CoD4, knowing the graphic fidelity isnt as high as a title such as Gears 2 (and that I dont care), knowing I think its one of the best zombie games to come out ever, or that Im not bothered by the lack of content some people talk about, Ive decided to focus on something else entirely. Im going to focus on the one thing that pisses me off til no end every single time I play the game. It pissed me off when the game was announced and it pissed me off the other night when I played with my old college roommate over Live. No, its not the AI Director. Its the fact that no single enemy in the game is a zombie. Yeah. Not one.
Most needed weapon: Tums.
See, Im a huge zombie fan. I love zombie movies, books, games, everything. And Im not a fan because of the recent mainstream revival of interest in zombies. No, Ive been a huge fan for many years. The best horror stories involve zombies. Ive read the Zombie Survival Guide and have a plan of escape should they rise while Im at home or at work. Yeah, I think about it too much.
With that, however, comes the fact that I am a zombie traditionalist. Im no pre-300 Zack Snyder loving zombie fan. No no no. Im the slow, dumb, frighteningly eerie zombie fan whose fears arise more from stories of Voodoo culture than anything else. Another summation, zombies dont run.
While I think L4D is a great zombie game, I feel its much more akin to recent films like the hinted at Zack Snyder remake of Dawn of the Dead or the 28 series (a set of movies I actually love, but for different reasons). I always have to think of L4D as infected, not as zombies (which the game even says they are, which is why I think its a copout sometimes for the press to just call them zombies instead of appreciating them for what Valve wants them to be). This helps me get around two huge suspensions of disbelief for me so I can become more engaged in the game as I play.
The first is that within the context of the game there is no explanation of why there are five boss zombies, only five boss zombies, and all of them look exactly alike. Any real zombie looks like the person they once were. While L4D normal zombies may, too, they come too fast and frenetically that you pretty much cant tell. To have multiple people all turn into the same type of boss, though, is odd. I understand its for gameplay reasons so you can become accustom to listening for smokers or witches or what have you, but from an objective standpoint, it is just unlikely. I feel Valve missed an opportunity in the campaigns for the survivors to find out what actually occurred over the course of the four campaigns. I think itd be neat for each campaign to have a small open-ended story piece (perhaps at the end as you escaped in the vehicle) began to hint at what occurred. Then youd have to put the four puzzle pieces together in your own head and try to fill in the rest. Or maybe some hints in secret places, kind of like the cake is a lie from Portal. You know itd be cool, admit it.
Seriously, who farted?
The other thing I think would have been real neat is the inclusion of melee weapons. I know the general pace of the game is slightly too quick for melee, but everyone gets swamped from time to time. Shove is cool, but shoving with a bat in hand or a crowbar (as a nice homage to Half Life) would be even cooler. Maybe make the melee weapons more powerful when used, as compared to shove. One hit kills with them against normal infected or some such thing. Make them take the place of an extra firearm for balancing sake, I dont know. I mean, just like Max Brooks states in the Zombie Survival Guide, weapons like machetes and bats dont run out of ammo.
Id be willing to play a slower-paced game with a much smaller prevalence of ammunition if it included slower zombies and melee weapons. I think it would go a long way to make the game feel more authentic. I know the games sold well and all, and Valve has no reason to listen to anything Ive said, but I still dont think weve seen the best possible zombie game possible (I hated Dead Rising, sorry but shitty gameplay mechanics and controls shouldnt get overlooked cause you kill undead). Im waiting for a zombie game that blends the forced perspective of games like Mirrors Edge and Farcry 2 with open-world survival like Fallout 3 all gift-wrapped in the perfect package. Arent you?
Authentic zombie score: 6/10
Quick ass review score: 9/10
Gears of War 2
I was a big fan of the original Gears. I thought it was a great new sci-fi world with a load of backstory possibility. It was a fresh IP that the Xbox needed at a time when the system didnt really have too many killer apps beyond the Halo franchise. What I didnt like was the short single player story and the busted ass multiplayer that, coming from a development team like Epic, which is known for smooth online play and fast frenetic games like the Unreal series, just wasnt acceptable to me. No number of patches or over-priced downloadable map packs (aka one) was enough to hold my interest for more than two months or so.
Luckily, Gears 2 arrived and addressed, at the very least, all of my single player story gripes. The story was deeper, the characters more fleshed out, and the scenery expanded to a degree that was just mind boggling in comparison to the first. On-rails shooter levels, vehicle levels, you name it and Gears 2 delivered. Best of all, it was wrapped around the same stellar pop and shoot mechanics of the first, but which were fleshed out with human (okay, Locust) shields, mobile cover, new weapons, more varied enemies, and overall polish. Lets just say it was good enough to warrant a co-op play through on Insane from me and my buddy. Great stuff.
No one can argue the game is the graphical king right now.
At first glance, the multiplayer components also received a nice upgrade. With two extra people thrown into the mix and larger more varied levels (on top of the new shield and weapon mechanics mentioned previously), not to mention more gameplay types, the online play felt fresh and worthy of my limited gameplay hours. Unfortunately, after a few weeks I realized the game really wasnt that much more different than the first, with players eking out glitch strategies that destroyed the experience for everyone that didnt know how to cheat. After a few patches from Epic that did nothing to address the gripes and actually made finding a game slower for some, the game fell by the wayside for me and I havent picked it up since.
Sure, the game was fun for the few weeks that it lasted, but being touted as such a tent pole franchise only to have half the experience gimped by the development team (not to mention the quick release of another insanely-priced DLC map pack from a company that gives more stuff away to PC players than most companies can afford) is both shocking and stupid. To me, Epic just doesnt get it anymore. I truly believe few companies do. The sad part is theyve developed a fan base that buys their titles and only their titles and plays them til the next release, so $10 for three maps isnt insane to somebody that buys a single game every two or three years (I literally played with a guy who had only Gears and Gears 2 in his played games list and couldnt stop talking about how awesome the game was and how it was the best ever give me a break). For anybody else that wants to enjoy other titles, its disheartening and sad. The game shipped with what, twelve new maps? Fifteen if you count the flashbacks? That means the multiplayer levels alone were worth 83% of the original cost of the game? Seriously? Thats just insane to me.
Fuck these things in their alien butts. Seriously.
Until Epic works out a formula wherein they can deliver solid experiences throughout their game packages (meaning multiplayer cant be gimped for months on end) starting on day one of sales, Im simply not into buying their titles. There are much better purchases available and games more worth my time and effort. Gears 2 is a fun solid single (or co-op) shooter, but dont go into the multiplayer thinking youll have fun with people crab walking and shooting you through walls, cause you wont.
PS For anyone that says they released a patch fixing some issues, do the gene pool a favor and shoot yourself in the head now. Its called QA/Beta testing. Epic needs to learn what that means before they release their next title.
Single player review score: 9/10
Multiplayer review score: 6/10
Quick ass review score: 7.5/10
Up next will be Mirror's Edge and Too Human.
Thanks for reading!
**All images provided by IGN and Google Image Search.**
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Quick Ass Review Time: Far Cry 2
on 01.24.2009
a few months ago I started a blog series
where I reviewed games I rent from GameFly. Unfortunately, working in the real world sucks and I find myself with little time to blog any more. I prefer to play games rather than write about them. It's why I'll never make a living at this. Oh well.
To catch up, I've reviewed all the games I've played since then and will post them in blocks of two (save for this instance, apparently), to catch up. Last time I wrote about
Star Wars: The Force Unleashed and Quantum of Solace
and before that was
Dark Sector and Saint's Row 2
, if you're interested. Without further ado, here it is...
Far Cry 2
I never finished the first Far Cry. I had it on PC and it kept crashing when I entered a certain room halfway through the game and I never bothered reinstalling it. Luckily, Far Cry 2 came out before I ever thought twice and now I have no need to ever go back and play the first. (I guess it also helps the game has NOTHING to do with the first after all the Crytek/Ubisoft legal bullshit that occurred, too.)
Given a different story (totally unrelated to the first, thank god), a host of playable characters (how much they each effect the game is unknown), and a HUGE unnamed African country to explore, Far Cry satiated my FPS hunger for quite some time. Let me repeat the coolest factor: the game world is HUGE. Something akin to 25 square miles or something like that. FUCKING HUGE, alright?
To go along with an entire country to explore, you get a beautiful engine that made me stop in awe multiple times and just enjoy a sunset or drive a Jeep (whose registered vehicles are throughout) alongside some zebras. That engine also allows for you to set fire to most of the scenery, too, something played up in the trailers. Unfortunately, when adding interaction to a game world such as fire, you bring to the forefront of the players mind not what you can interact with, but what you cant, namely everything else. If I can burn a large swath of grasslands with a flamethrower, Id also like my RPGs to do something to the grass huts, Ubisoft. Thanks. On that note, where were all the predators in the game world? The only animals were zebras, buffalo, goats, and chickens. I guess they wanted to avoid lion or gator poaching, but come on. Is zebra bowling (driving a Jeep into a herd as fast as possible and chasing the runners down) that much better? Didnt think so. Gimme my lions, damn it.
Straight up breathtaking.
Not much can be said for the multiplayer, its an okay CoD knockoff with an interesting upgrade mechanic, but it has a robust level editor that can potentially extend the longevity infinitely. Luckily the single player was a solid 30 hours or more (I didnt even complete all the side missions and logged over 30 hours) that at points really pulls the heart strings (and at others doesnt mean a damn thing, quite frankly). For me, I was so engrossed in the world I didnt mind what I was doing was sick and disgusting morally (essentially playing off both sides of a war, people getting in my way be damned) or that I put a bullet in a friends head instead of saving his life. The fact I even had that choice was cool to me (and the forced first-person perspective made it even more engaging).
Speaking of choices, the weapon selection in the game was, in my opinion, spot on. There was a solid mix of assault rifles, sniper rifles, pistols, SMGs, and heavy weapons like machine guns, rocket launchers, grenade launchers, the aforementioned flamethrower, and even a damn mortar. The fact you could knock over gun shipments as a side mission and unlock weapons on the black market (conveniently located on an 80s-era PC with internet access to said black market and the fastest shipping since DHL) was also a neat idea. Each series of gun had several tiers of guns, from wimpy pistols to Desert Eagles, bolt-action rifles to .50 caliber semi-auto behemoths, buying the guns opened up more options and made you want to play for them, which was nice. Not only could you approach situations from more angles, but you wouldnt have to rely on enemy weapons, which wore more prone to jamming (!) or breaking entirely (!!!).
Just as beautiful, but in a gun porn kind of way.
The worst part of the game was the respawning enemies at their bases all around the map. Youd knock off an entire camp and if you left the map region and came back it would already be refilled with enemies. Plus, constant patrols and instant-kill battering rams (aka cars) made avoiding fights preferable to engaging in them more often than not, which can kill the vibe of a shooter for some people. I dealt with it and accepted the constant barrage of attack as practice for the next big mission, despite the fact it got on my nerves some times.
All in all, Far Cry 2 is a phenomenal title that truly should be played by any FPS fan or adventure game fan in general. Traversing that much game world is just a neat feeling and really made me get lost in the experience. You should take the time to get lost, too.
Quick ass review score: 9/10
Up next will be Left 4 Dead and Gears 2.
Thanks for reading!
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Quick Ass Review Time: The Force Unleashed and QoS
on 01.24.2009
a few months ago I started a blog series
where I reviewed games I rent from GameFly. Unfortunately, working in the real world sucks and I find myself with little time to blog any more. I prefer to play games rather than write about them. It's why I'll never make a living at this. Oh well.
To catch up, I've reviewed all the games I've played since then and will post them in blocks of two, to catch up. Last time I wrote about
Dark Sector and Saint's Row 2
, if you're interested. Without further ado, here they are...
Star Wars: The Force Unleashed
Unleashed had some potential. All the technology that was touted as changing gameplay blah blah blah really made me want to witness it for myself. As a huge Star Wars fan, I also wanted to kick some ass with Jedi Force powers unlike I had ever experienced before. Unfortunately, the game suffered from some horrible design decisions.
For one, the controls SUCKED harder than any game in recent memory (yes, even worse than Overlord). The act of using Force Grab to lift objects was tedious and, in the heat of battle, almost impossible to perform on the intended target. The camera was the single worst Ive ever seen. And, to top it off, the much-touted technology had no legitimate impact on my gameplay experience. Sure, some shit reacted like it does in real life (not like I ever had time to stop and watch it, most of the time that would result in being shot by a cheap enemy), but when I swing a lightsaber at a fucking tree or bush I expect some shit to get cut down. Fuck force fields or armor, Stormtroopers should coat themselves with the plants from half the planets in the universe and theyd be totally immune to a Jedis blade of hot death. Plus, enemies flailing for their lives really doesnt matter. In hindsight, I never once saw a single enemy trying to save themselves from a Force Grab that looked realistic, let alone one that couldnt have been a simple canned animation. The technology just didnt impact my experience in a noticeable manner whatsoever.
Probably the only time the player Force Grabbed the intended target the entire game.
The story was good enough to warrant a play through, despite the fact you sorta kinda mess with the mythos by the end, which, if youre a hardcore fan (as many players of the game probably are) it only ends up pissing you off anyway. However, on the way there it was compelling enough to wade through the bullshit. Not really the best of compliments.
PS Fuck Star Destroyers... you'll know it when you see it.
Quick ass review score: 6/10
Bond 007: The Quantum of Solace
Quantum of Solace was not the return to James Bonds Goldeneye days as many hoped (and as Activision hyped it to be). However, it was the best Bond game Ive played since Goldeneye (I skipped the third person shooter ones last generation, mind you) and I was pleased I decided to rent it.
The story follows both movies (in a compelling fashion, since the events of Casino Royale are played out via flashback part way through, adding a nice twist to the narrative) and allow you to play all the cool scenes (being drugged in Casino Royale has to be my standout favorite). The weapons were fun and responsive, the QTEs werent nearly as bothersome as I feared, nor as plentiful, and the graphics were more than serviceable. The addition of a cover mechanic was also nice, considering the new flicks are supposed to be realistic and, lets face it, taking cover in the midst of firefights is simply realistic.
That ugly mug is barely worth hiding behind a wall, but at least he can do so, right?!
One thing I noticed was that the multiplayer was a decent knockoff of Call of Duty 4 (the engine its built off of), with purchasable upgrades and gadgets and such available and a good mix of levels and modes. One thing that sort of sucked was that at no time in multiplayer did it feel like a Bond game. Gadgets are actually Perks from CoD, so instead of having laser watches and grappling hooks like some of the previous EA titles, you get increased sprint distance or reduced damage. Not really what I would consider a gadget, but whatever. Also, the servers were mostly British people. Just so you know, in case your Live connection suffers when connecting to people not in the same country as you, which happens.
Quick ass review score: 7.5/10
Up next will be Far Cry 2.
Thanks for reading!
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Quick Ass Review Time: Dark Sector and SR2
on 01.24.2009
a few months ago I started a blog series
where I reviewed games I rent from GameFly. Unfortunately, working in the real world sucks and I find myself with little time to blog any more. I prefer to play games rather than write about them. It's why I'll never make a living at this. Oh well.
To catch up, I've reviewed all the games I've played since then and will post them in blocks of two, to catch up. Without further ado, here they are...
Dark Sector
Some people called Dark Sector a poor mans Gears of War. Even a poor mans Resident Evil 4. Well, let me tell you, Dark Sector was one of the biggest surprises Ive had in the past few years of gaming.
Ive followed DS since it was first announced way back when as a futuristic spy/action game. I was honestly upset when it was announced it switched to a gritty contemporary shooter, but I was still pleasantly surprised. The graphics were much better than I anticipated with nice effects throughout and no slowdown whatsoever. The controls were tight and featured a cover mechanic I feel was even more intuitive than Gears, which it is clearly borrowed from. The gameplay was fast enough to never get boring and the glaive was a truly unique weapon that made battles interesting. I also enjoyed the slight bit of weapon customization that was present.
The story was nothing Oscar-worthy, but it held my interest til the end. It also left itself open for a sequel, which I honestly would not be upset with. There could be a lot more done with the characters/world and I look forward to anything that follows, if it ever should see the light of day. The worst part is, as much as I liked the game as it is, I couldnt help but feel the original space age sci-fi concept would have been way cooler and much more original. Oh well.
Quick ass review score: 8.5/10
Saints Row 2
I was a huge fan of the first SR. I accepted it for the GTA3 knockoff it was, but was pleasantly surprised with the little refinements to the gameplay like free aim and side missions that felt worthwhile. The sequel was no different for me.
While the graphics didnt seem all that improved, the engine was smoother, although it still had issues from time to time (mostly when a ton of shit was blowing up, mind you). The city was pleasantly expanded, the customization was more in depth than ever (my character was a spot on Joker a la Batman the Animated Series with a British accent), and the gameplay was flat out fun, which is much more than even the mighty GTAIV can say for itself. I laughed more playing any given session of SR2 than I ever did throughout all of GTAIV. The game accepted itself as a B-level action flick with crude humor in playable form and played it up to great effect. For that I applaud it.
I swear to god, I looked exactly like him. Suit, trench coat, hat, and all.
The best thing SR2 has going for it is that the side missions. While GTAIV had side missions, they never seemed relevant to anything but my Gamer Score, which is sad. The only reason I sought all the unique jumps was for a few points. SR2, however, ties side missions to everything else in the game. You need respect points to play story missions, which are earned by finishing side missions. However, you also earn in-game rewards such as prolonged sprinting, extra guns, and reduced notoriety (to name a few), along with the almighty GS points. This makes the reward for completing them two-fold. It makes sense in the game, cause they will help me play later missions, PLUS it will make my e-peen larger. Its a win-win.
Quick ass review score: 9/10
Up next will be The Force Unleashed and Quantum of Solace.
Thanks for reading!
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Shout out to Hamza. It's a fact.
on 11.04.2008
I know I haven't blogged in a while. It's a fact.
I also know that as a good community member (or any community member for that matter) we're not supposed to write one or two line blogs. It's a fact.
But I also know, and here comes the tricky part, that Hamza got a subtle shout out of sorts on the
Questionable Content
web comic strip today posted below.
Notice the fifth panel down.
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- Your file is being downloaded. It will remain available for download from the "My Files" section of your member area for 72 hours.
#60799742 -
Mallorca, Spain. Top view
© EwaStudio - See portfolioPricing
Author | EwaStudioSee portfolio |
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Country | Germany |
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text:
Nathan East
Line 5: | Line 5: | ||
Nathan is a member of the [[Magic Castle]] and the [[Magic Circle]]. | Nathan is a member of the [[Magic Castle]] and the [[Magic Circle]]. | ||
− | + | == References == | |
+ | * http://www.activebass.com/features/item.asp?i=8 | ||
{{Wikipedia}} | {{Wikipedia}} | ||
[[Category:Celebrities]] | [[Category:Celebrities]] | ||
{{DEFAULTSORT:East,Nathan}} | {{DEFAULTSORT:East,Nathan}} |
Revision as of 12:20, 24 April 2009
Nathan East (born December 8, 1955, in Philadelphia, Pennsylvania) is a highly acclaimed and award winning Bass Guitarist, who has played and collaborated with most of today's greats, such as Barry White, Anita Baker, Babyface, Eric Clapton, Elton John, Michael Jackson, Stevie Wonder, Barbara Streisand, Celine Dion, Sting, Quincy Jones, Al Jarreau, Kenny Loggins, Herbie Hancock and B.B. King. He also co-wrote the #1 hit song "Easy Lover" for Phil Collins and Philip Bailey. Nathan also co-founded a popular contemporary jazz group called Fourplay, with fellow members Bob James, Larry Carlton and Lee Ritenour.
Nathan is always quick to share a pocket trick and put a smile on your face!
Nathan is a member of the Magic Castle and the Magic Circle.
This page incorporated content from Nathan East,
a page hosted on Wikipedia. Please consult the history of the original page to see a list of its authors. Therefor, this article is also available under the Creative Commons Attribution-ShareAlike License |


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sail-world.com -- Int'l Optimist Australian Championship - Win for WA's Annabelle Davies
Int'l Optimist Australian Championship - Win for WA's Annabelle Davies
Mon, 14 Jan 2013
The International Optimist Dinghy Championship on Hobart's River Derwent this week has witnessed 14 year old West Australian lass Annabelle Davies outnumbered three to one by boys on Hobart's River Derwent, but today she again outsailed them to become the national champion for 2013.
Sailing again in fresh to strong winds, Annabelle won the final race in her fleet group, giving her an outstanding series that included five wins, five seconds and a third in the 14 races series.
Davies, from South of Perth Yacht Club, and also a member of Fremantle Sailing Club, will now lead the top five Australians to the 2013 Optimists world championship on Italy's Lake Garda later in July.
Her victory climaxes a remarkable run of victories on the Derwent by young West Australian sailors over the past two weeks, including class wins at the International Laser Australian championships and the Australian Youth Sailing Championships.
Once again, the 130 Open sailors today faced a long day on the water with winds gusting to 30 knots, and more, for the final race and kicking up a difficult seaway on the broad reaches of the river. On the water at 10am racing in the Open division did not start until 1pm, with race one abandoned. Two more races were sailed with the fleet finally getting back to Nutgrove Beach and Sandy Bay Sailing Club until after 3.30pm.
The total fleet of almost 190 young sailors, aged from eight to 15, have displayed remarkable endurance as well as sailing skills over five days of intensive sailing involving up to five hours on the water and sailing in winds that have almost every day have gusted to 30 knots and more.
Today's final two races for the Open fleet saw New Zealander Nick Egnot-Johnson finish at the top of the leader board with a net 18 points after a first and a second on the last day.
The son of Kiwi Olympic sailor Leslie Egnot won seven races and his two discard races were a third and a fourth to finish the regatta on 18 points, but he is not eligible for the Australian championship title.
Australian champion Annabelle Davies finished with 23 points, well clear of her next Australian rival, Thomas Cunich (Qld) on 34 points, Blake Selley (NSW) 36, Max Quirk (Qld) 37 and James Grogan (Vic) 39 points.
This is the last year in the Optimist dinghy, the world's largest junior sailing class, for Annabelle, a student at Applecross Senior High. She hopes to move into a high performance, double-handed 29er skiff.
In three years sailing in the Optimist dinghy class, Annabelle has made the National team for a fourth year, late last year winning the Optimist class at Sail Melbourne.
'I'm really proud of the performances of all the sailors from Western Australian who made the long trip to Tasmania,' an excited Annabelle said after the final day of racing at Sandy Bay Sailing Club on Nutgrove Beach, just ten minutes from Hobart's CBD. 'It's also been a wonderful experience to meet other girl sailors here at the regatta and I hope my win will encourage other girls into sailing….it's such a wonderful sport,' she added.
Annabelle is coached by her father Mike Davies and is a member of South of Perth Yacht Club and also Fremantle Sailing Club.
Of the other 16 WA sailors who contested the International Optimist Australian championship, Campbell Stewart from Hillarys Yacht Club, placed 14th overall and Jayden Dalton from South of Perth Yacht Club 19th in the 130 boat Open fleet.
In the Green fleet, Jesse Smith, from Fremantle Sailing Club, who is legally blind, finished 35th in the 59 boat fleet.
Third place in the Open fleet went to Thomas Cunich from Queensland's Southport Yacht Club, who finished the championship in great style, three wins and three seconds for a net 34 points, two points ahead of Blake Selley from the Woollahra Sailing Club in Sydney, with just one point to Queenslander Max Quirk, from Royal Queensland Yacht Squadron.
To complete the close battle for third overall, just five points between four boys from four different States, James Crogan, from Victoria's Black Rock Sailing Club, who placed sixth on 39 points.
Top placed Tasmanian was Royal Yacht Club of Tasmania member Sam King, who last week placed third in the Sabot Australian Championship, finishing eighth overall. He will make the top 25 team to go overseas to contest selected championship, as will Hugo Hamilton from the host club, the Sandy Bay Sailing Club.
Annabelle Davies also won the trophy for first female, with second place going to Queenslander Eva Lorenz from the Whitsunday Sailing Club, third to Chelsea Connor from Sydney's Royal Prince Alfred Yacht Club.
Top placed sailor in the Under 12 group was Max Paul from Middle Harbour Yacht Club while Whitsunday Sailing Club's Hamish Swain was the leading Under 11 sailor and Stella Sharman from Mornington Yacht Club in Victoria the leading Under 10 competitor.
After a couple of frustrating days, held ashore because of strong winds, the Green fleet eventually sailed 10 races with the winner being another West Australian, Anton Albrecht from Fremantle Sailing Club. Second place went to William Cooper from Tasmania's Sandy Bay Sailing Club, third to Axel Fleet, also fro Fremantle Sailing Club.
Tasmanian sailors filled six of the top ten placings in the Green fleet, with Ruby Lowe from Tamar Yacht Club the leading girl sailor, seventh overall and just one place ahead of Alice Buchanan, daughter of Sandy Bay Sailing Club vice-commodore Ric Buchanan.
Some wellknown sailing names were among the young sailors in the Optimist championships.
In addition to regatta winner Nick Egnot-Johnston and his sister Sophie (31st overall), children of New Zealand Olympic sailor Leslie Egnot, Hugo Hamilton (26th overall) is the son of former world Fireball champion Stewart Hamilton, while South Australian Mal Higgins, who last week won the Australian Sharpie championship had two sons sailing in the Optimist fleet, Angus in the Open and Jack in the Green fleet.
Past Australian Olympian and Cadet world champion Jenny Lidgett's daughter Emma was sailing in the Open division while ocean racing yachtsman Grant WHarington's daughter Georgia finished 17th in the Green fleet.
Lockey Prescott, son of wellknown Tasmanian ocean racing yachtsman and Melges 32 chamion Greg Prescott, finished 10th overall in the Green fleet.
by Peter Campbell / Sandy Bay SC
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Overview | Experience | Hospital Quality | Appointments & Offices |
Key things you need to know aboutDr. Sagliocca:
Dr. Sagliocca's Experience
Research training, expertise and qualifications
Dr. Sagliocca's Specialties
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- View 1 specialty and 2 board certifications
Procedures Dr. Sagliocca Performs
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9 Facts About Hospital Quality
Patients' risk of dying during a hospital stay for heart bypass surgery could be 85.2% lower, on average, at a hospital rated 5 stars compared to a hospital rated 1 star for that procedure. Choosing the right hospital is critical to your health. View Slideshow
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The key to a successful appointment is communication. To get the most out of your visit, prepare ahead of time so you can lead the conversation with your doctor. These 7 tips will get you ready


text: Adobe Photoshop, as we all know is rightfully regarded as the Swiss knife of designers all around the world. With Photoshop, you can literally create all kinds of illustrations that you previously only dream about! With this fantastic tool, you can virtually create any effect you want. It's like an … Continue reading »


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Living cross-shaped lives
The problem for many of us in the UK is that all too often we do not choose the cross; we choose what everyone else chooses. But what if we really followed the example of Jesus? By Michael Shaw
In his book
The Politics of Jesus
John Howard Yoder argues there is only one area that the New Testament says directly where we should have Jesus as our example. It is not in his barefoot itinerancy, or his self-support, or in his celibacy, or his trade as a carpenter: "only at one point, only on one subject – but then consistently, universally – is Jesus our example: in his cross".
Having the cross as our example to follow should radically alter the way we live our lives. But sadly for the modern western Christian, we like to follow Jesus in every respect, but the cross.
You see, the cross is more than just a moment of sacrifice; it marks the culmination of a life of sacrifice. I wonder how much Jesus may have had to sacrifice in order to ensure that the cross remained the culmination of his mission. It is interesting looking at the temptations in the desert during Jesus' 40 days of fasting to see what were put upon him; the temptation to feed his physical desires, the temptation to put his calling to the test, the temptation to grasp for power. But what other areas would Jesus have had to resist the normal patterns of life?
When I occasionally watch the
(or shows of that type) what always strikes me is the use of the D word – Dream – this is my dream to sing in front of thousands of people etc. I wonder what Jesus' dreams were? I wonder what he hoped for, wished for, longer for? Instead, as the song writer says, he "chose the cross".
The problem for many of us in the UK is that all too often we do not choose the cross, we choose what everyone else chooses. Our lives are no different from everyone else. We want the best school for our child, so we live where the good schools are, we want the dream "location, location, location" house, so we buy accordingly; we want that dream job, the dream car, we want it all, and in doing so we become indistinct from those around us. No wonder nobody asks us to "give a reason for the hope that we have" because our hopes are the same as everyone else!
So how can we live cross shaped lives? We have to live truly sacrificially, and this is more than just digging deeper into our pockets during the offering, it is about sacrificing our dreams of where we live and work, allowing God to shape them. This may mean living is areas of the country that may make us feel uncomfortable; it may mean working in jobs that challenge; it may be sending your kids to schools that they will struggle in. But that is a cross-shaped life.
In Psalm 34:7 the Psalmist says – take delight in the Lord, and he will give you the desires of your heart (my paraphrase). In taking "delight" we are giving up our hopes and dreams and sacrificing them, and in doing so, we learn to take on his hopes and dreams for us, and these become the "desires of our heart".
So why not take up the challenge today, why not really allow God to dictate our lives, rather than just singing about it?
The Revd Michael Shaw is minister of Devonport Community Baptist Church, Plymouth
Picture: RGB Stock
Michael Shaw, 11/06/2014
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Last post Aug 31, 2009 03:07 AM by darkknight187
Aug 31, 2009 02:00 AM|coding_man|LINK
could anyone show me how to check the authentication codes?
i can not fine one in this project. How is its process?
sorry i'm a new one to asp.net...
thank you!
Aug 31, 2009 03:07 AM|darkknight187|LINK
Authentication code for what?
This is a Free, starter kit.


text:
Rear End Gunk?
Good day, Good day.
Dre' with the '80 Mali is here again, with a question for you all. First off, a general question. How much difference does a clean rear end with fresh fluid make if your rear end is old and dirty and hasn't been changed in about a decade? I just changed my rear end "dope", and when I took the cover off, it was thick, gooey and quite foamy to my surprise. A little info on the car- I found the body in a junkyard and put in a souped-up 350 sbc and a th400 trans with a shift kit and a 3000 stall convertor. I'm sure this is the stock rear end (I don't have Posi) and the stock gears (any clue to the ratio?) and it looks like it hasn't been changed since the car was made back in the day *l* But where did the foam come from? I wanted to take a pic and post it for you guys. And will a 12 bolt rear end (I have a ten bolt) Help out my performance?
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Actually according to this http://www.chevyhiperformance.com/te...les/0304_nine/, the 12 bolt uses less power than a 9 inch ford, who knows compared to your ten bolt.
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California at Washington
2013-11-10T13:00:00-08:00More: California at Washington - Men's Soccer
Clark Inks Eight To National Letter's Of Intent
Washington head coach Jamie Clark is pleased to announce an eight-player class on 2015 National Letter of Intent day.
Bears Announce Six in 2015 Signing Class
Cal Brings in Impressive Class Coming off of Successful 2014 Season
Former Cal Defender Birnbaum Makes USMNT 23-Man Roster
Birnbaum will be part of the 23-man U.S. squad who will face Chile and Panama in friendlies
Casiple Drafted by Timbers in 4th Round of MLS SuperDraft
Casiple joins Hallisey and Bonomo as three Bears drafted by MLS clubs
Richey Drafted By Vancouver Makes Four Dawgs To MLS
Spencer Richey became the third Washington player selected in the MLS Draft this year, going to the Vancouver Whitecaps with the 19th pick of the third round (61st overall).
Roldan, Thoma Selected In MLS Draft
Two Huskies were taken in the Major League Soccer Draft on Thursday with Cristian Roldan taken in the first round by the Seattle Sounders and Andy Thoma in the second round by the Portland Timbers.


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Time Right for FNM's 'Smart Commute' Plan
Fannie Mae came out with a mortgage program several years ago called Smart Commute that rewarded people for buying homes near public transportation by granting them additional buying power.
It wasn't well-promoted and pretty quickly joined the land of the living dead --still ongoing but not actively marketed -- where it resides even today.
But Fannie Mae (FNM) was simply a few years ahead of itself, I think. If the executives over there had any sense, they would pull the Smart Commute mortgage out of their files, dust it off and promote the heck out of it.
When the lending concern introduced this mortgage in 2003, credit was cheap, as were gasoline prices, but housing prices were high and rising higher. This made exurban homes, with their double-high ceilings, multiple bathrooms and long drives to job centers the best option for many homebuying families.
In fact, Patrick Hare wrote an article for Sierra magazine three years ago explaining how mortgage-industry practices actually have encouraged borrowers to choose sprawling suburbs over compact, environmentally efficient cities. City dwellers and suburbanites both use about 55% of their income on housing and transportation, he explains, but in different proportions. Suburbanites, who have car payments, insurance and gas tanks to fill, spend about 30% of their income on housing and 25% on transportation. City folks have bigger housing bills that eat up 45% of their budget, but if they use public transit they spend only 10% of their earnings getting around. This is how they can afford their more expensive digs.Check Out Our Best Services for Investors
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Dear Readers,
The rising costs of doing business and reduced sales have hit us extremely hard in spite of our fantastic books and enthusiastic efforts of staff and authors alike. We deeply regret that Musa Publishing will be closing its virtual doors on February 28, 2015.
Until then, our books will be deeply discounted. Feel free to stock up while our store remains open.
Our authors will all be released from their contracts with us. It is our hope that you will seek out books by authors you love, and will support them on social media and in their future publishing endeavors.
From the hearts of all at Musa, we thank you for your loyalty.
Musa Publishing
Suddenly dumped, a heartbroken American ex-pat stays on in Greece, confronting culture shock, crisis, and the charm of Mediterranean men as she redefines the true meaning of home.
When Ava Martin's new husband unexpectedly ditches her months after they've relocated across the world to Greece, the heartbroken American ex-pat isn't sure where home is anymore. On the verge of flying back to the States with her tail between her legs, she makes an abrupt decision to follow her gut instead and stay on in Greece. She soon discovers that the tumultuous, culture-rich Mediterranean country is coloring her life in a way no place else can, changing her forever. But is it where she belongs?
Ava's newfound independence throws her into the thick of Athenian reality, where she has brushes with violent police riots and gets a taste of both the alluring islands and the city nightlife. Despite pressure from her mother, uncertainty over her impending divorce, and unresolved issues with her long-estranged father weighing on her, she's determined to make it on her own. With the help of two very colorful Greek friends, she laughs and learns while facing culture shock, language barriers and the charm of Mediterranean men, until a life-threatening medical emergency back home in sleepy Ithaca, N.Y., forces her to decide where she truly belongs – and what truly matters.
Within a minute, I found myself face-to-face with the Greek police. I raised an eyebrow noticing that they also happened to be three handsome twenty-something rookies, each sporting the typical young Greek masculine look: short, dark brown hair, and scruffy, day-old facial hair. Dressed alike in crisp, navy blue uniforms and black combat boots, they stood up at the sight of us. Two had stopped swinging their koumbolois, a string of rosary- like beads that Greek men carry around, oftentimes clicking and petting out of habit. The third police officer put down his iced coffee, which Greeks called a frappe.
The officers eyed me up and down as the ticket officer caught them up on the story of my transgressions. I yearned to catch some meaning, but the Greek sounded like Greek to me and too fast.
"Mr. Panos say you left your wallet at home," one officer said in perfectly clear English. Finally, there was someone who spoke my language well. Perhaps, there was hope. "You walk in Greece with no diavatirio." He cleared his throat before he corrected himself. "Passport?"
"All of my ID cards were in my wallet and I was in a rush," I said, wide- eyed. "Besides, I've been living here for seven months now."
He looked unimpressed. "Name?"
"Ava Martin."
"Um, thirty." I bit my lip wondering why that mattered.
"Really?" He narrowed his eyes at me. In my rush out the door, I threw on a pair of baggy jeans, a green T-shirt, and my blue Converse. I looked like a college student; adults my age usually dressed to impress. But I hadn't been feeling very adult lately, to be honest. It was clear that this officer thought I was a complete liar. My hopes sank.
"Thirty, yes," I confirmed.
The officer glanced at his two co-workers who gave him a look I didn't understand. He composed himself to return his attention to me.
"Married?" he asked quite professionally.
Silly question but it was a common inquiry even among Greek strangers, so why not from a police officer?
"Yes, my husband isn't in Athens this week." I resisted the urge to add something about the fact that Greg was never home lately. But I had enough sense to realize that airing my marriage's dirty laundry probably wasn't going to make the situation any better.
The officer lifted his dark brows with interest. "He is a Greek?" "No, we're both American. I'm from New York and I'm here with Greg Brown, my husband." The officer shot me a glance, his lips pressed flat. Did he not believe me?
Then it came to me. "Oh, I never changed my last name. He's Brown and I'm Martin, but we're together…together forever," I heard myself say in a singsongy voice.
He looked at the bus officer then back at me, his face emotionless. I cupped my hands together in front of me. "He's in Rome, I think." My voice began to crack. Why did I have to say his name? Why did I have to talk about us? Maybe, I just gave up too much information. I talked too much sometimes. In any case, Greg and I had hardly talked, Skyped, Facebooked, Vibered, Whatsapped, or even e-mailed for the past two weeks. I wished he could've helped me but he wouldn't have even answered his phone if I had called.
"How we know you say the truth?" The officer's blunt question jolted me back to reality. "I promise," I said, realizing that it sounded entirely lame. "I swear. I'm American, and lately, I'm behaving like a total moron." As if promising and swearing to be an American moron could be a legitimate argument. I flinched. Gosh, I'd put me in jail.
Reviewer: Tammy
Review: There is a trend in pop culture and fiction toward quirky women who are floundering through life. In the case of Ava Martin, she's starting…
Read More
Reviewer: Kim
Rating: 5.0
Review: What would you do if the man you loved convinced you to move to another country with him, then left you there while he was…
Purchase this book in Paperback
Book 6/38


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Shareholder Alert: Bronstein, Gewirtz & Grossman, LLC Announces That A Securities Class Action Has Been Filed Against McDermott International, Inc.
NEW YORK, Aug. 19, 2013 /PRNewswire/ -- Attorney Advertising -- Bronstein, Gewirtz & Grossman, LLC announces that a securities class action has been filed in the United States District Court for the Southern District of Texas on behalf of those who purchased shares of McDermott International, Inc. ("McDermott or the Company") (NYSE: MDR), during the period between November 6, 2012 and August 5, 2013, inclusive (the "Class Period").
The complaint charges the defendants with violations of federal securities laws. Specifically the complaint alleges that Defendants made false and misleading statements and/or failed to disclose that: (i) the Company was experiencing weaknesses in its project bidding and execution; (ii) the Company was engaging in poor risk evaluation; (iii) the Company had been experiencing poor project management; (iv) the Company was experiencing material losses in its Middle East, Asia Pacific and Atlantic segments; and (v) based upon the above, the Defendants lacked a reasonable basis for their positive statements about the Company during the Class Period.
Shares of McDermott fell $1.80 or 20.6% to close at $6.93 on August 6, 2013, after the company disclosed in an August 5, 2013 press release that the Company experienced a substantial decrease in its year over year financial results. The Company attributed its poor performance to several significant projects in the Middle East and Asia Pacific segment along with underutilization of assets in the Company's Atlantic segment.
Plaintiff seeks to recover damages on behalf of all McDermott shareholders who purchased common stock during the Class Period described above. No Class has yet been certified in the above action. If you wish to review a copy of the Complaint, to discuss this action, or have any questions, please contact Peretz Bronstein, Esq. or his Investor Relations Coordinator Eitan Kimelman of Bronstein, Gewirtz & Grossman, LLC at 212-697-6484 or via email email@example.com. Those who inquire by e-mail are encouraged to include their mailing address and telephone number. October 15, 2013 is the deadline for investors to seek a lead plaintiff appointment. Your ability to share in any recovery doesn't require that you serve as a lead plaintiff. Bronstein, Gewirtz & Grossman, LLC is a corporate litigation boutique. Our primary expertise is the aggressive pursuit of litigation claims on behalf of our clients. In addition to representing institutions and other investor plaintiffs in class action security litigation, the firm's expertise includes general corporate and commercial litigation, as well as securities arbitration. Attorney advertising. Prior results do not guarantee similar outcomes.Check Out Our Best Services for Investors
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169 posts found | |
The whole "own spaceship" is also just thrown in. Your spaceship is nothing more than an empty shell to transport you from Planet A to Planet B and a storage locker (aka personal bank). When I was in the Beta weekend two weeks ago and finally got my spaceship, I was all excited! ..........till I entered it, walked around .......and discovered it offered absolutely NOTHING! /sigh So I agree too! I really hope they going to work on this Big Time! |
from my play in beta, I found some of the space combat like the bombing runs in Warcraft. I was really hopeing we could freely fly around space or the planets. |
It is an amusing past time when you need a break from questing, but nowhere near as good as it could've been if they'd gone the JTL/Xwing route. |
Originally posted by bobfish expansion 1 :) |
I will be subscribing to both SWTOR and Eve Online. I think it's good that Eve Online is getting some serious competition at last - I think CCP became complacent from 2006 until recently. |
Apprentice Member
Joined: 9/13/09 "A strange game. The only winning move is not to post." |
Meh. I loved Starfox, my mates and I even pooled our money and bought a Super Famicon cartidge adaptor and a Japanese copy of the game so we could play it six months early. It was a game that was just that freaking cool. However that was 1993. Seeing the same kind of game (with admittedly better graphics), just tacked on top of a massive Star Wars MMO is a bit insulting. More so when the space mini game doesn't even have the depth of space combat in a game like Star Wars Battlefront II, a five year old SW FPS game. To be fair, brilliant open space combat was not one of the things Bioware promised to deliver. They could have given players ground based combat only. In reflection after first hand experiance with the space mini game myself, I'm not entirely sure such a move would have been a bad thing. Better to keep players hoping for something good in the future rather than annoying them with a very weak space experiance today. I feel Bioware have delivered quite well on the features they promised. But again, unforutnately they have wrapped so much of the game design resources around the (in my book excellent) VO content, that SWTOR seems to resemble a Hyena. A strong powerful front end, with a puny afterthought hindquaters. And if said afterthought hindquaters has a rectum, I'm sad to say the space mini game is it. "Gypsies, tramps, and thieves, we were called by the Admin of the site . . . " |
I'd rather they spent their time making the bulk of the game with a degree of quality and space combat an afterthought to be improved later than have split their time and failed with both. There's only so many hours in a day. That being said I would have liked it to have been a little more open and feel a bit more like "my ship" but the rails make it feel like star wars. |
Its not bad, ut it could be alot better. 1. the can give you a wider rail boundary 2. make the animation movements better. 3. Intergrate it with Flashpoints or operations. |
What people are asking for here is a game within a game, I see a lot of comparisons between TOR space combat and SWG/JTL, but yet people are failing to mention that JTL was a full on expansion. A whole new box dedicated to space combat not a content patch, but a whole freaking box. People need to get over themselves and except it for what it is, just be lucky it's not like the space mini game in KoTOR, or better yet that there is space combat at all. Look STO it has a fully fledged space experience and yet it is lacking in the ground combat department. ST revolves mostly around space and space exploration yet people complain about the lack of a ground game. When devs do these types of games it's hard to build them on two fronts, because time and resources are limited. MMO players in today's games demand to much, they want everything all at one time. You people need to realize that there will be patches and there will be expansions, this I want it now mentality needs to stop. Apparently space combat wasnt that big of deal for the general testers or the weekend testers, because I didn't see any complains in game or on the beta boards regarding it. |
How fickle the memory is. SWG never released with fully fleshed space combat. It was an expansion. So why are people making comparisons with SWG? and who says Bioware won't flesh it out with an expansion or two in future? The comparison would be more reasonable if SWG released with full fledged space content. How many servers SWTOR will launch with on release? ShredderSE - Umm how many do they need? Maybe 6. Thorbrand - SWTOR doesn't have longevity at all. Might be one of the shortest lived MMOs. |
I havent played the space and i wont play it untill im just bored out of my mind, but i do hope BW takes it off rails one day, but even then i dont really like the graphics of things like asteriods. |
What's grinding people's gears, is that TOR's space experience feels slapped on; an afterthought. Waiting to release space as an expansion like SWG did would have been fine with most of us. At least then we'd know BW was focusing all of their attention on that particular feature and would (hopefully) deliver something a lot more fun and compelling than what we see now. It boggles the mind that BW thinks what they created is fun, and that people would enjoy it. I would have preferred them to be honest and just say "Look, we want to create a fully fleshed out space experience, but right now, we just don't have the time or resources to deliver that, so we're going to wait post-launch." |
Apprentice Member
Joined: 9/13/09 "A strange game. The only winning move is not to post." |
Originally posted by onthestick Not my memory. First off Star Wars Galaxies launched lacking MANY promised at launch features, mounts, player cities, CLASSES THAT FREAKING WORKED. In contrast, Bioware seems to have delivered on every promise they made. And I agree space combat was not a promised launch feature. And as much as I like to bash the quality of SWG, even I have to admit that when they did roll out the Jump to Lightspeed expansion, they did a pretty damn good job. If SOE could do that, imigine what a company like Bioware could do with a full fleged space expansion. Anyone here who says that Bioware failed on their promise to bring a full fledged space game at launch is an idiot as they never promised that. We all know that. None of that has anything to do with most of people's complaints about SWTORs mini game, on rails, space shooter. We are simply criticising what feature they did add. It is entirely possible to hold a negative opinion of the space on rails game without it only being sour grapes because Bioware didn't add an entire space game. Please stop trying to confuse the issue. "Gypsies, tramps, and thieves, we were called by the Admin of the site . . . " |
I really don't understand why they basically ingored such a vital part of the Star Wars universe. I mean Star Wars is all about space. I was expecting to actually be able to travel in space to different planets and things like that. Actually have PvP in space too and it feels like they only remembered it at the last second and gave us a crappy version of something that could have been amazing. Smile |
It took me a few times messing around with it to see everything it is and isn't. For what it's worth, I really like it as it is although my interest in it will heavily depend upon how often they add new missions to it. The original 3 missions that I saw are going to get old real quick. I definitely wouldn't mind if they scrapped the whole thing and eventually came out with a full space expansion like SWG's Jump to Lightspeed, or the X-wing vs. Tie Fighter series of old. I just don't think they should have made that their focus or delay the game until they did have a working model like that. Bioware has frequently designed little mini games in their RPGs as a nice break from story and questing, and this fits perfect in to that design. I just hope this isn't how they leave it for the next year or more. It really needs more to it, either with more missions or more depth and relatively soon like within a couple months to keep it worth playing. Even if this is their first MMO, they are veterans in the gaming industry and I have to believe they know this already, but we shall see. |
I found it appalling, how it survived past Alpha Testing is a mystery to me, SWTOR would be better off with this mini game just removed. BioWare should feel embarrassed that they included something this poor. I've always believed that their deafening silence on space combat for so long during development meant that they didn't plan to include it and then had a last minute change of mind. Features bolted on at the last minute have always turned out to be terrible in every MMO and this one is no exception. Despite all that, and after having already tested SWTOR for a month and four days I still intend to be there as soon as early access opens for me. |
Originally posted by 8BitAvatar Whether someone enjoys it or not is pure personal preference, so it shouldn't be all that hard to understand that some players will like it and some won't. If you like on-rails shooters like Starfox, or other minigame distractions from the main content as BW typically has in all their RPGs, then it works. For everyone else, they should be considering a revamp in an expansion that will make space combat more appealing. With all the people clamoring for it, I'm sure it's under consideration. |
I think this needs to be the first major overhaul or addition to the game post release. No waiting 2 years or more like SWG did with JTL. Space is a very important part of Star Wars and should reflect that in an mmorpg. Keep the on rails game for mini game purposes, but add a whole new open "world" space game in the next year with visual progression on ships, pilot classes, loot, story, etc. So much potential, don't waste it Bioware. |
I found it to be the perfect stepping stone into a larger world, a world that is just getting started. The future looks bright to me... |
I actually LIKE the idea of minigames in my MMOs, when they thematically align (which this does). It would be great to ALSO have a separate full-featured space exploration/trade/combat system in the future, but I don't see having the current iteration as a negative at all. In fact, offering an alternate way to play the game for periods of time, earning XP and credits, makes me EXTREMELY happy when you want to play your MMO but don't want to do the "usual grind" of kill quests and comparable. Just because BW did not deliver what YOU (directed to reader who is bitter over this) wanted it to be doesn't mean it isn't a positive addition to the game (especially on launch). That said, ability to customize the ship model/appearance is critical in the future, and a social aspect (multiplayer - competitive or co-operative) would go a long way here. |


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Julia Almendra visits Ibiza's Aguas Blancas Beach for some fun in the sun with noted film photographer Purienne.
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Not all electronic acts aim for the dance floor. Explore the low-key, laid-back side of the electronica through these well-known names and under-the-radar indie acts.
w/ Röyksopp, M83, Air, Radiohead, Ulrich Schnauss
A sinister and rhythmic undercurrent hums through New York City nights; these underground techno, disco, and rock songs throb with the same nervous energy.
w/ Art Department, Vondelpark, Kate Boy, Pictureplane, Vincenzo de Robertis
Citizens of the True North, it's time to expose those winter-white undercarriages to the sun and replenish your vitamin D. Break free of Old Man Winter's icy grip with these dancey songs from Canadian artists who blend cool electronica with sunny pop melodies.
w/ Austra, Blue Hawaii, Crystal Castles, Junior Boys, Gold & Youth
A beautifully eclectic and mellow backdrop to dinner in the city. Perfect for setting the mood on the first date without being too suggestive.
w/ Solange, Goldfrapp, The xx, Jhené Aiko, FKA twigs
Think of these progressive instrumentals as the ultimate "temp tracks" -- that is, the music used during the editing phase of a film production to set the mood for a scene. Great for budding indie filmmakers and soundtrack enthusiasts.
w/ Sufjan Stevens, Air, Caribou, Grizzly Bear, Nico Muhly
Idyllic electronic sounds that evoke expansive rural vistas, from expressive Teutonic rock (Neu!, Cluster, Brian Eno) to deep-listening drone (Fennesz, Oneohtrix Point Never, Emeralds).
w/ Brian Eno, Fennesz, Biosphere, Ulrich Schnauss, Philip Jeck
Atmospheric and ambient, this is the sound of hip hop producers left to their own devices. Without any vocal assists from rappers, the results are innovative, expressive, and sometimes more than a little trippy.
w/ Oh No, Odd Nosdam, DJ Krush, The Gaslamp Killer, Viktor Vaughn
The rise of digital audio in the '90s brought about a multitude of creative uses (and abuses) of the technology. Explore the original purveyors of the glitch aesthetic as well as some modern-day artists incorporating digital errors into their music.
w/ Alva.Noto, Yasunao Tone, Oval, Matmos, Pole
Textural and atmospheric instrumentals that induce the feeling of traveling through the cosmic ocean.
w/ Telomere, Robert Rich, Tetsu Inoue, Stellardrone, Tim Hecker


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Kichler Lighting 42705 3 Light Wickham Convertible Pendalette Ceiling Light
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Kichler Lighting 42705 3 Light Wickham Convertible Pendalette Ceiling Light
Product Description
Available while supplies last.
Versatility and gentile curves give the Wickham™ 3-light multi-purpose pendalette® its universal appeal. Both the arms and glass shades feature flowing, balanced lines. Even more, the internal candlesticks are beautiful enough to be displayed without the glass shades – allowing you to change the look seasonally, or whenever you wish.
- May be installed as a mini chandelier, semi-flush (15¾"H), or hanging sconce (20¼"H)
- See accessories for additional stems and chain (sold separately)
Voltage: | 120 volt | |
Weight: | 6 Pounds | |
Installation: | Dry Locations [Explain] | |
Listing: | ||
Number of Lights Refers to the number of lights on a given fixture. Choose from a wide variety of different fixtures ranging from 1 - 6+ lights. | Number of Lights | 3-Lights |
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Bulb sold separately
Dimensions & Weights
Body Height: | 15¼ inches |
Canopy Diameter: | 5 inches |
Diameter: | 13 inches |
HCO: | 2½ inches |
Projection: | 12½ inches |
Wire Length: | 5 feet 8 inches |
Weight: | 6lbs |
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Mfr Part # | |
Sku | 6751194S |
Group # | 785464 |
Category | Wall Sconces - 92 |
Style | Transitional - 15 |
Sales Rank | 1468 |
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