text:
Front:Village Messenger Flip
|Tiny Leaders
|1v1 Commander
|Block Constructed
|Duel Commander
|Commander / EDH
Printings View all
|Shadows over Innistrad
Combos Browse all
Moonrise Intruder
Creature — Werewolf
Menace (This creature can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonrise Intruder.
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Recent Decks
Moonrise Intruder Discussion
BioProfDude on Mono-red weenie speed deck ($25 budget)
7 months ago
Elitecrewman, if there's a place for Bomat Courier I agree it's in place of Thermo-Alchemist. I only really need Thermo-Alchemist to do its thing at the end of my opponent's turn as it is a good blocker that gets damage through even if there are creatures in the way. Even if it only gets to do the 1 pt damage 2 or 3 or 4 times in a game, it all adds up in a deck this fast and it's worth it.
I like that Bomat Courier has haste, though. I'm also torn on whether I should get Insolent Neonate into the deck because it has menace. when I flip Village Messenger Flip to Moonrise Intruder, the menace really annoys opponents. In games as fast as this deck plays, menace is amazing because it virtually guarantees at least some damage is getting through, whether that be from double blocking and allowing another creature through, or by blocking others and letting the creature with menace through. It's not uncommon to have Village Messenger Flip flipped on turn two when my opponent only has one creature out. Opponent's find this very annoying.
Thank you for the suggestion!
poopiepoopiepants1 on U/R Not Touching This
1 year ago
I think that Goblin Glory Chaser would actually be fine. The renown's ability is actually very good and actually making it renowned is not that hard. I think it would be very good to use that. Or, Zurgo Bellstriker the R for a 2/2 body is something I think you're looking for just like the Moonrise Intruder Flip (which is a 2/2). I know that the Moonrise Intruder Flip has menace, but it's like trading menace for the dash, which I think is good because it gives it a big chance of not dying. Maybe it's worth putting in at least 2 of Zurgo Bellstriker.
Mj3913 on U/R Not Touching This
1 year ago
The evasion is already there for the most part. First strike allows for my creatures to survive to continue the onslaught. Even in the case of Moonrise Intruder Flip's Menace, in most cases if double blocked, I can at least make sure I trade off 1 for 1. Trample to me just feels like a 'Win more' at this point (rather than 'irrelevant'). Sure Strike doubles as a removal spell of sorts.
Axinoim on All things Wolven
1 year ago
A Hundred Hands, A Thousand Swords is a really good deck. +1 from me! I went 1-3 against it.
Match One:
Pretty straight forward and even. To win it, your deck kept drawing Silumgar Sorcerer and Reflector Mage. Keeping my board clear for Hanweir Militia Captain Flip and a Bounding Krasis to keep swinging freely.
Match Two
This one went to my deck, (Gruul) Werewolf Tribal SOI. I won it by being able to get my werewolves out. Pretty simple. Had 3x Solitary Hunter Flip; 1x Moonrise Intruder Flip, 1x Breakneck Rider Flip and 1x Gatstaf Arsonists Flip. Your deck wasn't getting zip, nothing in the means of removal. Got mana screwed in the early game didn't help either.
Match Three
And, the winner was!? ~Ding-Ding-Ding~ A Hundred Hands, A Thousand Swords!
My deck got mana screwed so bad in this one, ask me how bad. Couldn't play my first card until turn 5! Your deck had 1x Hanweir Militia Captain Flip and 1x Cleric of the Forward Order out by turn 2 turn and just drilled until turn 4. Make way for Woodland Wanderer who has +3/+3 counters now... fml. Played Geier Reach Bandit Flip on turn 5, nope, your next turn Reflector Mage. My turn, couldn't play anything thanks to Reflector Mage. That was game, swung on Turn 6 & 7 for 11 damage each. That'll kill anyone.
I would suggest adding more removal cards in your Main or Side. Against Aggro Decks anyways. Once I was able to get my creatures on the field there was very little your deck could do about it. Most bodies of your creatures are 2/2 or less.
Whirler Rogue did help to rebuild the board after a sweep in Match Two. But at best only bought one extra turn.
Orbs of Warding was dead in hand. My deck doesn't run any burn spells in Main.
In the end, I was happy with how my deck played. Can't help getting mana screwed in Match Three, those things happen. I didn't sideboard either deck in this playtest. I could have sideboard in, Display of Dominance and Rending Volley to help me out M2 & M3. I'll have to give these another playtest with sideboard in next time.
A Hundred Hands, A Thousand Swords will be added to my list of decks to playtest against, really liked this one.
Kizmetto on All things Wolven
1 year ago
I was running Stoneforge Masterwork in my original draft and certainly made an impact, but dropped it as the deck evolved in to the Collected Company shell. In non-CoCo decks i think its a fantastic card. Human buff + werewolf buff = +2/+2 per werewolf on the field? for 1 mana? Cripes, put that on Moonrise Intruder Flip!
AverageBoss on All things Wolven
1 year ago
Just a few thoughts of my own after playtesting a few builds.
The werewolves you take should be worth it to you for their front side, while the back should be considered a nice bonus that pops up every now and then.
Don't be afraid to flip your wolves back to human in exchange for other benefits.
Duskwatch Recruiter and his reverse is imo one of our most important werewolves. His front gives us something to do with our mana in the form of limited card advantage, but does not count as a spell, allowing everything to transform. His reverse side makes all our creatures cheaper.
Keeping the mindset #2 above combined with the advantages of #3, you can have an early game look like this:
*Turn 1: Village Messenger Flip -> swing for 1 -> hopefully transforms during opponents turn.
*Turn 2: Duskwatch Recruiter -> most likely swing for 2 with Moonrise Intruder Flip.
*Turn 3: Use Duskwatch Recruiter ability or wait for the opponents turn to cast an instant or flash spell.
*Turn 4: Assuming Krallenhorde Howler is still face up, you can now play four 2 drop creatures, or two 3 drops, or two 2s and a 3. That is quite the uptick in board presence. You could also cast a creature or two and still have mana left over to cast an instant on their turn.
Kizmetto on Gruul ZadaWolves (EMN - Retired)
1 year ago
Your opening hand: Forest,Mountain,Mountain,Lightning Berserker,Ember-Eye Wolf,Silverfur Partisan,Expedite.
My opening hand: Forest,Cinder Glade,Mountain,Ember-Eye Wolf,Duskwatch Recruiter,Breakneck Rider,Geier Reach Bandit.
I lost G1 so i'll go first.
My t1: forest. pass. (20-20)
your t1: drew mountain. play mountain. dash in berserker. swing for 1. (19-20)
my t2: drew forest. play mountain. play duskwatch recruiter. pass. (19-20)
your t2: drew expedite. play mountain. play ember-eye. pass. (19-20)
my t3: drew cinder glade. play cinder glade. play Breakneck Rider. swing with recruiter. no blocks. (19-18)
your t3: drew Might of the Masses. play forest. play partisan. pass. (19-18)
my t4: drew forest (screw you too deck). play cinder glade. play Geier Reach Bandit. swing with the rider. block with ember-eye. ember-eye dies.
your t4: drew Vines of the Recluse. play mountain. we wanna save the instants but if we dont cast anything, all my werewolves will flip. play Lightning Berserker for regular cost. pass.
my t5: drew Village Messenger Flip. play forest. play ember eye and villager. pass. (19-18)
your t5: drew villager. cast expedite on partisan and make a token. draw forest. play forest. cast villager. cast Expedite on the token to give it haste and drew Lambholt Pacifist Flip. we both have a decent field and open mana. we have a might of the masses (still no zada). cast pacifist. pass. (19-18)
my t6: drew game trail. activate recruiters ability and look at top 3 for a creature. find Geier Reach Bandit, Collected Company and Atarka's Command. guh that would have been a great next 3 turns. take bandit. rest on bottom. pass. werewolves flip. (19-18)
your t6: drew villager. shoot where is zada?! okay so my opponents field has scary werewolves. i should try and flip them back. swing with everything but the lightning berserker. swinging for 10. i block partisan with howler. block the Lambholt Butcher with the Vildin-Pack Alpha Flip. i block the token with ember eye wolf. cant block the Moonrise Intruder Flip. okay combat tricks. cast Vines of the Recluse onto the partisan, generating a wolf and giving it +1/+2 which means it trades with the Alpha. it also untaps? cast expedite onto.. the token i guess. generate a wolf and draw mountain. cast Might of the Masses onto the unblocked creature, making a token, then giving it +8/+8. My Alpha, Intruder and ember eye die. Your partisan and a token die. I buff ember to take down the token too. My Alpha, Intruder and ember eye die. Your partisan and a token die. i take 10. (9-18) good turn. You play villager and pass. Werewolves flip back.
My t7: draw Den Protector. activate recruiters ability. find partisan, breakneck rider and mountain. take the Breakneck Rider. play forest. activate recruiter again. find game trail, recruiter and mountain. reveal another recruiter. pass. flip werewolves. (9-18)
your t7: drew expedite. swing with lightning berserker and the two menace werewolves. double block a menacewolf with howler and alpha, block berserker with neck breaker. pump berserker to a 3/1 to trade with the werewolf. blocked menace wolf dies. i take 2. (7-18)
my t8: draw mountain. play mountain. play breakneck rider for 1R. it flips into neckbreaker due to the alpha's ability. play recruiter for G. transforms into another howler. Morph in Den Protector for 1. play geier reach bandit for R. do not flip. swing for 18 with alpha, howler1, neck breaker and hasty bandit (+1/+0 and trample anthem from neck breaker). lambholt butcher blocks the Alpha. they trade. block the bandit with a token and take 1 trample damage. both die. take 10. (7-8) werewolves flip.
your t8: drew Rush of Adrenaline. play Expedite on the menacewolf and drew might of the masses. ow. gonna play defensively. pass. (7-8)
end of turn i flip Den Protector up and grab bandit back.
my t9: drew forest. play bandit. swing with den protector (which cant be blocked). pass. (7-5)
your t9: draw Rush of Adrenaline. hmm.. all or nothing. swing with everything for 4 damage. i throw the two howlers into the menacewolf and the neck breaker at the token. cast 2 adrenaline onto menace making it a 6/4 and trample. Might of the Masses onto to token to trade up there. everything dies!! (7-5)
my t10: draw forest. play bandit and swing for lethal. (7--1)
your next draw was Arlinn Kord.
that was a good match, very close. But we're both not drawing our main cards coco or zada...
Kizmetto on Gruul ZadaWolves (EMN - Retired)
1 year ago
So i play tested my deck against yours 3 times. going to post each seperately as i write them as i play them.
game one:
Your Opening Hand: Game Trail,Forest,Mountain,Lightning Berserker,Ember-Eye Wolf,Lambholt Pacifist Flip,Expedite.
My Opening Hand: Game Trail,Game Trail,Cinder Glade,Village Messenger Flip,Village Messenger Flip,Howlpack Resurgence - scried a Collected Company to the bottom.
I win the flip.
My T1: Play Game Trail revealing Cinder Glade. play Lightning Berserker and swing for 1. (19-20)
Your T2: Drew Expedite. Play Game Trail revealing Mountain. play villager swing for 1. (19-20)
My t2: drew Duskwatch Recruiter. Play Game Trail revealing Cinder Glade. play the recruiter and swing for 1. (18-19).
your t2: drew forest. play forest and pacifist. no point throwing berserker at this stage. pass. (18-19).
My t3: drew mountain. play mountain. I pass. all werewolves flip. (18-19)
your t3: drew Cryptolith Rite. play mountain. play Ember-Eye Wolf. Im not sure if i want to attack because i have 3 open mana. we have a 4/4 in Lambholt Butcher but i dont want to lose it. the wolf and berserker can block the menace guy if it swings. Expedite doesnt help me here. I pass. (18-19).
End step: I flash in Howlpack Resurgence.
my t4. draw forest. (ugh). play forest. play messenger. swing with everything for 9. You block with butcher to my howler. They trade. buff Lightning Berserker for 1 and double block with ember-eye to the 3/3 menace. everything trades. 2 damage from villager gets through. (16-19)
your t4: draw expedite. (yikes). cast Expedite on my villager. drew the partisan. (okay. nice. ). play forest. play partisan. pass. (16-19)
my t5: drew mountain. play Cinder Glade. swing with villager. no blocks. (14-19)
your t5: drew mountain. play mountain. play expedite on partisan make a 2/2 wolf and drew Might of the Masses. play second Expedite on partisan to make another token and drew another partisan. tapped 2 forest to play the Cryptolith Rite then tapped the game trail and the two tokens to play the new partisan . swing with partisan A. no blocks. (14-17)
my t6: drew ANOTHER mountain gosh. Two mountains in my hand and staring down a bunch of wolves. need to draw company now please. play mountain. I pass. werewolves flip. (14-17)
your t6: a zada would be great. draw cinder glade. play the glade. i only have one card which is might of the masses, which would be good but it doesnt kill me outright, might be better to save for combat or zada. but we swing anyway for 8. I block Partisan B with the buffed Moonrise Intruder Flip (3/3). nah the partisan has trample. cast might of the masses on blocked partisan. make a token. partisan b becomes 7/7 and 4 trample gets through with the additional 6 dealing 10 in total. pass. (14-7)
t7: cmon coco!!! draw.....forest. well poop. im on a two turn clock with the current state. play forest. pass.
your t7: drew game trail. swing for 10. (4-7)
my t8: drew forest. scoop.


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- Item Category: Entertainment
- Source: eBay
- Sold Date: Oct 16, 2014
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Please see video to see music box in action:


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Displacement Relation in Progressive wave
A wave which travels continuously in a medium in the same direction without any change in its amplitude is called a progressive wave or a traveling wave.
A progressive wave may be transverse or longitudinal in nature.Suppose that a plane simple harmonic wave travels from origin O along the positive direction of X-axis.
Figure-Displacement curve of a
If time is counted from the instant, the particle at the origin just passes through mean position in positive direction, then the displacement of a particle at O and at any time t is given by
y = r sin ω t
where r is amplitude of the S.H.M. executed by the particle and ω is its angular frequency. Let us find the displacement of the particle at point P situated at a distance x from the origin at any time t.
A particle on positive X-axis receives disturbance a definite time later than that preceding it. Therefore, the phase lag of the particles w.r.t. particle at point O goes on increasing as we move more and more away from the point O. If φ is the phase lag of the particle at point P w.r.t. that at point O, then displacement of particle at point P at any time t is given by
y = r sin (ω t - φ )
Since for a distance λ , phase changes by 2π ; the change in phase for a distance x will be x i.e.
φ =
Therefore, y = r sin (ω t - )
If T is period of vibration, then
ω =
∴y = r sin
y = r sin 2π ---------(i)
This is equation of a plane progressive simple harmonic wave traveling along positive X-axis. Let us express it in the form, it was introduced in the earlier discussion.
Now, for a wave motion, v = vλ
Or v = or
Therefore equation (i) becomes
y = r sin 2π
or y = r sin ---------(ii)
If the wave is traveling along negative X-axis, the equations (i) and (ii)
respectively become
y= r sin 2π
and y = r sin
DiscussionThe following points may be noted about the equation representing a traveling wave:
- It gives the displacement at any position x and at any time t.
- At any position (x fixed), the displacement again becomes same after time T.
Substituting (t + T) in the place of t in equation (ii), we have
y = r sin = r sin
= r sin = r sin( [... vT = λ]
y = r sin
It tells that time period of a vibrating particle is T.
- At any time (t fixed), the displacement again becomes same at a distance λ . Substituting for x in equation (ii), we have
y = r sin
- The equation tells that the disturbance at any point is same after a time Δ t but at a point v Δ t. In other words,
y (x, t) = y (x + v Δ t + Δ t)
y (x, t) = y (x + v Δ t, t + Δ t)
y (x+ v Δ t, t + Δ t) = r sin = r sin
y (x + v Δ t, t + Δ t) = y (x, t)
It tells that wave travels in the medium with velocity v without any change in its amplitude.


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Ken Levine is the kind of creative force that an industry needs in order to thrive, in many ways it's reassuring to know that he's content to tell his stories of meteoric clashes of philosophy through games rather than, as might ordinarily be expected, the medium of film.
His latest creation, BioShock Infinite, explores the ideals of American exceptionalism, the idea which some hold that America is the first 'new' nation – albeit with a predictably unpredictable BioShock twist. For instead of returning to the underwater city of Rapture, Infinite's action takes place in the floating city of Columbia, a steam-punk inspired world dripping in American vitriol. Why this new setting? How will it play? Are gamers ready for such deeply philosophic storylines? Read on to find out…
Games Catalyst: Before we head to the quite literally dizzying heights of Columbia, I'd like to briefly head back to Rapture and BioShock. In hindsight how do you see those first BioShock steps, what did you want to improve upon in BioShock Infinite?
Ken Levine: The biggest strength of the first game was the world we created, that we created a place that felt complete, felt like a unique space that you'd had never been to before but with a life of its own. It's been a frustration to me in so many games that, you know, I'm in a jungle, or factory, or somewhere alien that I really have no connection to and doesn't feel real.
For me, the most important thing to me is to make something different, but also something that feels connected and real. Like maybe people actually lived here, grew up, had families, even had their hearts broken; all within the context of a first-person shooter.
We [Irrational Games] like creating worlds which are picturesque but also believable, that's what we do and is something we carry over [into BioShock Infinite]. The other thing we carry over is the technique of making the player play through the combat experiences with a lot of improvisation and expression within the context of this really amazing place [Columbia].
GC: OK, so let's turn our attention to BioShock Infinite now, obviously it's still a BioShock game but do you see it as taking place in the same universe as Rapture or is it more about carrying over the series' key fundamentals?
KL: Our viewpoint was, or I think that, the gaming industry has got a little bit lazy when it comes to sequels, we tend to say "Hey people, here are a few new levels, some new monsters, give us your $50″. That seems to be the exchange we're asking for but I'm not sure how fair that is.
GC: I know what you mean, take Call of Duty to pull one franchise randomly out of the air, the games tend to involve similar hero and villain characters, scenarios can tend to be reminiscent of each other, yet a new entry appears year after year…
KL: Well if you're looking at ways of making money then you can do that, but I don't know that in the long run you're taking the excitement away from the industry as a whole. I mean Call of Duty is an event because it is Call of Duty, but is it really an 'event'? Does it feel new and fresh? We're lucky to have the time and resources to step away from any kind of cycle and try to innovate and come up with something different within the context of the franchise.
GC: One of the underlying aspects of BioShock has always been about examining various philosophies. The original explored objectivism, the second tackled altruism and, though correct me if I'm wrong, Infinite examines American exceptionalism, the idea that America represents the first 'new' nation; what's the thinking there?
KL: Well one thing that people didn't see in the content released already is that there are actually a couple of major philosophies at play in the city of Columbia. In the first demo we highlighted the political faction who call themselves the Founders, not just the founders of the city but in their mind modelled after the founders of the United States.
Then there's another group who go by the name of the Vox Populi (voice of the people if you don't do Latin – ed.) who are an internationalist group who are very much in opposition to the Founders – you'll see them in the next demo. We want to look at how people take the same set of philosophies, the founding documents of the United States in this case, and walk away with completely different interpretations of what those documents mean.
GC: The visual aspect of the BioShock games has also been striking too, especially the art deco influences throughout Rapture. From what we've seen so far Columbia is dripping in corrupted Stars & Stripes, crosses and other propaganda, what can we expect of the game as a whole?
KL: It's based upon a vision of a world that's not really real, that never really came to pass, but it's the ideal of what people might see when they close their eyes. If Ayn Rand was to close her eyes I think she'd see something kind of like Rapture, if there was a nationalist populist group in America I think they'd see this town square at the turn of the century July 4th celebration, that's their ideal and that's what we wanted to present with Columbia.
GC: Playing the original games really made me want to go out and read the likes of Rand's Atlas Shrugged and find out more about Jonestown for example. In a way, though still a FPS at its core, BioShock represents a more mature approach to gaming, how do you strike the balance between maturity and FPS core values?
KL: I think that if you look at the last few years, games like BioShock, Red Dead Redemption or Portal, they're pushing on themes that are not what people traditionally expect of games. I can't speak for Rockstar and Valve, but my thought was that I really don't give a shit, if you'll excuse my French, if what I create is appropriate for gamers. The team is making a product that they're interested in and then we hope; you can't make a game like BioShock and then pander to a specific audience, it doesn't work – let's pander to the objectivism crowd! (Laughs).
Rand's books are huge best-sellers but they aren't traditionally associated with a gaming audience, it's not like making a Star Wars game where there's already a golden audience. With a game which thematically revolves around issues of American exceptionalism you have to make something honest, something that's genuine and you hope is innovative and entrust in the audience – that's what we did with BioShock and the audience turned up.
GC: Do you feel at all limited when storytelling in games, are there times when you wish you were writing for a non-interactive medium such as film, rather than one that demands a level of exploration by the player?
KL: Yeah, I mean it's the yin and the yang, it's so much harder to tell a traditional story but, if you can pull it off and draw people in, you have this opportunity to put storytellers in the world and that's something you don't have as much in movies.
Some movies I love such as District 9 and Children of Men do an incredible amount of storytelling in their worlds and have such a huge amount of data about what's going on in that world, you can take those notions and really push on them in games. If you're focussed on trying to replicate what another medium does, rather than try to innovate on what your medium does well, you're playing against your strengths and you have a real challenge.
If you step and back and say "Are games becoming more interactive and less presentational or less interactive and more presentational?" You have to answer that question, we think they're getting more interactive and that's where they should go, that what we're pushing on and that's the advantage we have. From a screen writing background I want to tell the story so how am I going to do it? Sometimes you have to say "I'm not going to do it, I'm going to do something different", so how do we tell the story so it's a gamers story not our story?
You have to make content that the player may or may not see, if they find it then it's all the more rewarding for them. In a movie everyone sees the same thing, you have to give up on that or else put everything under the player's nose so they can't avoid seeing it.
GC: To get back to the actual action of the game, we know to expect very open and varied combat, but how does exploration of the environment work, will be see alternative ways to reach the same destination for example?
KL: The goal is to make it similar in structure to what I see as the best BioShock level, the medical level, a hub area where you could off and do different things, so you don't have to go down a single corridor, winding through an experience like you often find in the Call of Duty games for example. Where there's no where to go other than precisely where you're expected to go.
Not that I'm saying this is an open-world game like a Red Dead Redemption, our goal is to give you custom moments and lots of crafted experinces very similar to BioShock. I would say the one big difference are the 'skylines' [the rollercoater rails which connect Columbia], something we'll be featuring in the next demo. Those are not designed as a linear transport sequence, they're designed as an open-ended combat experience, and we're going to be showing extensively what that's like in the next demo. How it might feel to fall from and travel on that, it's not just about going from here, to there.
GC: Infinite's engine is looking much more sophisticated than those used in the previous BioShock's, the demo shows the amazing depth, player's able to see into the distance, what else can it throw at us?
KL: It can do what we call preferred lighting where you can change the light from day to night if we want. Not that we necessarily have a day to night cycle but we can suit the mood of the moment you're in, for example when Elizabeth comes in and creates that storm and the light changes in the demo.
We've also got this floating worlds technology, giant pieces of geometry floating around; we're really pushing on that. Then, something else on show in the next demo, is how the AIs interact with you or, equally, how they interact with each other. Something really striking in BioShock was the interactions between the Big Daddy and Little Sisters, and again we're really pushing on that.
GC: Just to expand on that AI a little, how is the player perceived by NPCs? Will that relationship change if we help or hinder them in a similar way to Fallout 3 for example?
KL: I think what I'm comfortable in saying right now, and it's something we show in the demo when the player heads into the bar, is that unlike most shooters enemies don't just automatically attack you, there's this feeling in BioShock Infinite of seeing people going through… well I wouldn't call it their daily lives because they don't really have what we might think of as daily lives, obviously their situation is much more extreme than what we encounter, more like a warzone. A lot of the time you have to figure out their agenda, what they want, is there something I might do which could provoke them?
In a heightened situation I think that's a very real-feeling experience, rather than them pulling their guns out at shooting at you all the time. That will certainly happen in certain, heightened situations, sometimes you won't know what might motivate people or set them off.
GC: Let's talk about Elizabeth and her interactions in the story, is she a character that will be at your side through the whole experience, or is she more in reserve for those showcase encounters such as we see in the demo?
KL: Elizabeth is with you for a lot of the game, there will be times when she isn't which will be driven during the course of the storyline but Elizabeth is in many ways the heart of this game. Her understanding what happened to her, and you trying to understand what happened to her will drive a lot of the experience; she is the centre of this conflict and she doesn't know why and you don't know why. She's the one that everybody wants a piece of and she just wants to understand why? What happened? What has she done? That's what you have to figure out.
GC: One of the big difference over BioShock and its sequel was the introduction of multiplayer, is that something we should expect from Infinite?
KL: We were known, after BioShock, as the company which made a FPS with no multiplayer, so we aren't just going to make multiplayer to have that ticked on the box. That's not fair to the fans, it's not fair to us, it's not fair to the product; but we are always experimenting, sometimes very seriously. If we have something that we think is worthy, something a gamer would want out of the experience, then that's something we'll consider but we'd never have a marketing person take that decision.
BioShock didn't have multiplayer and that was the right decision, you can put all this resource into something but then how are you going to react if you see only maybe three people playing it? That's crazy. So you have to have a level of certainty that this is something your audience is really going to want as part of the product.
GC: To wrap up I wanted to finish with something more general about the industry as a whole. You've already stated that Infinite is three years into development, are you tempted to release a iPhone app say, something similar to what iD have done with Rage, perhaps get into the revenue stream which the likes of Angry Birds has done so successfully?
KL: I don't want to get involved in making anything which doesn't hit a certain level of quality, that's always the bar for us, what can we deliver to that same quality? I think the average for all our games is 88%, 89% and that's why people look to our games, if I was to make an iPhone game I'd want it to be of that same level as our other games. That's never easy; don't underestimate what it takes to make an Angry Birds, that level of quality on a smaller scale product. You can't just churn something out, it has to be a quality product and making something quality is always difficult.
GC: In a way the industry is almost dividing into those developers that make shorter games, apps or party games say, and those creating the more involved narrative experiences such as BioShock Infinite; there are almost two industries in one right now.
KL: You know, that's not honestly that new; remember when the Deer Stalker games came out? They weren't necessarily of a high quality but they were speaking to a real experience that people wanted to have. Social games and iPhone games are always going to be a different type of game, Wii games too, and that's great. I want to make sure that whatever area I go into, if I go make an iPhone game, it's going to be an awesome iPhone game. There are a million crappy iPhone games out there but there are only a few great ones and I really respect those. I think that Hollywood looks at videogames and are like "Oh, that's just junior movie-making." I don't think that iPhone games are junior videogame making, I think it's super challenging, I respect that challenge and would take it really seriously.
GC: Ken, it's been a pleasure to speak to you, thanks again for taking the time out and we'll be looking forward to seeing the next demo of BioShock Infinite.
KL: Great, it was nice to chat to you and have a great day.


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Go to Admin » Appearance » Widgets » and move Gabfire Widget: Social into that MastheadOverlay zone
The global market for mobile TV is exceedingly fragmented and the top 10 players accounted for a mere 23.3 per cent in 2015, according to Transparency Market Research (TMR). These companies, namely
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The Bachelor of Design Studies is a 4-year undergraduate degree that gives students the opportunity to explore design as a method for critical thinking and innovation. Choosing from a range of program options, students craft learning experiences that are tailored to support their education and career goals.
The program equips students with a broad foundation of skills and knowledge across the design disciplines, preparing them for a rigorous, flexible upper-level curriculum that incorporates real-world design practice. Students focus their studies on one of five majors:
Architectural Technology
Learn the fundamentals of building design and construction
Digital Design and Visualization
Explore how digital technology can create and execute design ideas across the creative professions
Design History, Theory & Criticism
Research, analyze, and evaluate buildings, interiors, landscapes, and other objects and artifacts
Historic Preservation
Understand preservation from research and documentation to restoration and adaptive reuse to law and public policy
Sustainable Design
Learn to design in ways that meet the needs of the present without compromising those of the future
how to apply | Tuition and Fees | Financial Aid
the path to your degree
what our program offers
- The BAC is a fully accredited nonprofit college with more than 125 years of experience educating design professionals.
- Students begin their degree with a Foundation year, learning the fundamentals of design in multidisciplinary studios
- With average class size of 8 students, students receive individual attention from passionate, experienced instructors
- Our faculty of more than 300 practicing professionals and our deep ties to Boston's design community provide students with the connections to succeed in their fields.
- The applied learning component of the curriculum helps students to connect their studies to real-world design practice
- 97% of BAC graduates are already employed in the design field on the day they graduate.
- Our urban campus in the heart of downtown Boston is surrounded by inspiring architecture, museums, performance venues, and colleges and universities.
- With one in three Bostonians between the ages of 20 and 34, Boston is one of the most innovative cities in the country.
Design Studies graduates are putting design to work in such diverse careers as advocacy, building, project management, design, entrepreneurship, and organizational leadership.
The program is designed to allow students to tailor their degree to their interests and their goals. To learn more about the curriculum, choose a major above and explore your own path.


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New Guidelines for Diabetes Testing for Pregnant Women
Experts say that as many as one in five women develop gestational diabetes during the course of their pregnancy; other recent findings show that many women with type 2 diabetes go undiagnosed as they become pregnant, which leads to issues even early on in the development of the fetus—much less later on in the pregnancy, as hormonal fluctuations increase. Because of this new data, The Endocrine Society put together a group of six experts to develop new Clinical Practice Guidelines for pregnant women in regards to diabetes. Of course, like anyone with diabetes, women who develop gestational diabetes must monitor their blood glucose and take medications, usually insulin; they have need of purchasing items such as accu-chek aviva test strips, or prodigy auto code glucose meters, as well as other diabetic accessories like cheap insulin syringes or insulin pen needles.
According to the information presented by The Endocrine Society, while one in five women develops gestational diabetes, only about a quarter of those cases are identified by traditional screenings. One of the many issues that can develop as a result of undiagnosed gestational diabetes is a higher birth weight for the baby—which increases the risks of complications and birth injuries. In addition, Dr. Iam Blumer, who chaired the task force, commented that, "Many women have type 2 diabetes but may not know it. Because untreated diabetes can harm both the pregnant woman and the fetus, it is important that testing for diabetes be done early on in pregnancy so that if diabetes is found, appropriate steps can be immediately undertaken to keep both the woman and her fetus healthy." The new guidelines indicate that pregnant women should be tested with an oral glucose tolerance test at 24-28 weeks' gestation; in addition, those women who already have diabetes should strive to lose weight prior to pregnancy if they are overweight or obese. Other initiatives include nutritional therapy and exercise as initial treatment, along with blood-glucose monitoring using items easily purchased from diabetic supply companies such as prodigy auto code glucose meters, accu-chek aviva monitors with their associated accu chek aviva strips, or whichever product the expecting mother is comfortable with.
If nutritional intervention and exercise are not enough to sufficiently control blood sugar levels, the recommendation is to proceed to medication—generally insulin, as it is the safest for both the mother and the child—administered by way of insulin syringes or insulin pen needles. There are some risk factors that have been identified for gestational diabetes in current years that also play a role in the clinical care guidelines; these include age factors—women over 25 and especially over 35 are more likely to develop the disease—certain ancestries, such as African American, American Indians, Hispanics and Asian Americans, and being overweight or obese. While it is more of a challenge to deal with a pregnancy that involves diabetes, it isn't impossible. Medical and technological advances have made it easier than ever for women to buy the diabetic accessories they need, whether the items are accu-chek aviva glucose test strips for their monitor, or strips to go with their prodigy auto code meter. With monitoring, attention to diet and exercise, and in some cases medication, a safe and healthy pregnancy is possible.
Recent Posts
- What Diabetes Supplies Should You Purchase? 29.02.2016


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The deal
Gel manicure
- 1 session for $78 (rrp. $290)
- 3 sessions for $218 (rrp. $870)
Gel pedicure
- 1 session for $98 (rrp. $390)
- 3 sessions for $278 (rrp. $1,170)
Each session includes
- Soak-off gel polish removal
- Soak-off gel manicure OR pedicure with nail art (choose 1)
- Single or double colour
- Shimmer powder
- 4x patterns
- 10x gems
Oh Mynail
Seizing a vantage point in Hong Kong's Causeway Bay since 2014, this urban beauty centre's name helpfully hints at its mainstay of mani-pedis. Natural and artificial nails or acrylic bases are carefully filed into shapes of one's choosing, then painted in with O.P.I and Essie polishes. Nail art enthusiasts watch technicians adorn miniature canvases with ombre washes, glassy flecks of foil, or crystal-studded landscapes in a multitude of colours.


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Storks is a new animated movie which is all about a different take on delivering babies to families, and it also delivers moments worth paying for.
The film looks gorgeous and is aimed at kids of all ages with the story of a silly stork and his adopted human pal who decide they're going to deliver a baby, even though neither of them can fly.
It's also a reminder about the importance of copyright awareness, especially when it comes to areas like the movie industry where piracy is rife. New figures suggest that up to 33 percent of kids aged 11-12 are downloading and streaming content illegally and this campaign aims to remind viewers of the huge amount of time and effort which goes into creating movies like Storks.
The hope is to build a positive sense of how much creativity is involved, and an idea of the value of that and why it should be respected. Also there are funny birds, which always helps.
Storks is in cinemas in October, 2016.


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|Premises liability is a major issue currently in workers' compensation claims as people "work at home." The change by created by eliminating a commute also changes the pattern of risk. While the coming and going rule may be avoided there are other distractions at home that create new issues challenging compensability. Today's post is shared from thelegalintelligencer.com
A day at work isn't always just a day at the office. Attorneys in workers' compensation practice know that all too well. And as technological advances allow more workers to telecommute and correspond on work matters from outside of the office, the conditions surrounding compensable incidents are increasingly complicated.
"The ability of an employer to maintain access to an employee and the ability of an employer to give instructions to an employee remotely have increased," said Edward Neyhart, of the Law Offices of Byrne, Neyhart & Higgins. "As people work remotely more and more and people are engaging in various activities and mobile technology allows people greater access to travel and working away from the office setting, it becomes a much more important issue."
Neyhart said he has been inundated with workers' compensation cases this year, many borne out of a constant connection to the office.
"[These cases] are just the beginning of the pattern of litigation that is going to have to work its way up to the appellate courts," he said. "Employers and insurance companies have to adapt to the changing status of liability."
According to a 2010 survey by the Bureau of Labor Statistics, about 24 percent of workers telecommute, meaning they work from home for at least some of their hours each week. That can blur the lines on compensable injuries, especially for those who only work from home sometimes.
"It puts them in the...


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White Sox defeat Mariners in extras, take seriesMay 9, 2011 - 12:48 AM
Paul Konerko was unstoppable at the plate, going 5-for-5 with a double for the White Sox, who won two in a row to win the series. Brent Morel and Alex Rios each had a pair of hits for the victors.
Sergio Santos (1-0) replaced Chicago starter Mark Buehrle in the ninth to pitch two scoreless innings in the win. Buehrle allowed just two runs on nine hits in the no-decision.
Brendan Ryan had two hits and an RBI for the Mariners, who finished 3-3 on a six-game homestand.
"We had our opportunities, but we've got to find a way to scrap one across," Mariners manager Eric Wedge said. "We've got to get better, to a man, squaring up the baseball and doing a better job."
Brandon League (0-1) was tagged with the loss, allowing three runs on three hits in 1 1/3 innings.
Morel started the 10th with a single through left side and moved to second on Juan Pierre's sacrifice bunt. Ramirez then delivered a double off the left- field warning track to score Morel for the lead.
Adam Dunn followed that up with a double down the right field line to bring home Ramirez for an insurance run. Konerko finished his five-hit day with a loop shot to center to put runners on corners with one out.
Dunn trotted home on Rios' line shot up the middle to complete the 10th inning rally, while Santos finished the game with a 1-2-3 bottom half of the frame.
"They're fighting," White Sox manager Ozzie Guillen said of his club. "I think they're fighting during every at-bat."
The White Sox used some sloppy play by Seattle's defense to take a 2-0 edge in the fourth.
Konerko had a one out double and Rios followed up with a single. After Brent Lillibridge struck out, Ramon Castro hit a soft grounder through the left side. Milton Bradley charged the ball in shallow left field, but his throw home sailed way off target and Konerko slid safely.
While several Mariners went scrambling after the ball near the home dugout, Rios raced to the unprotected plate for a 2-0 lead.
Seattle, though, tied it up in the next inning.
Jack Cust doubled and scored on Ryan's single to right. Ichiro Suzuki's sacrifice fly then brought home Jack Wilson, who reached on a single, to make it a 2-2 game.
Game Notes
Seattle starter Erik Bedard gave up two runs -- one earned -- on five hits and nine strikeouts in five innings...Buehrle tossed 99 pitches, 66 for strikes...The White Sox were 7-for-14 with runners in scoring position.
May 8 7:21 PM
- Mark Teahen flied out to center. Runners on first and second and with two outs and Ramon Castro due up.
White Sox 5, Mariners 2 Top 10, 2 OutsMay 8 7:11 PM
- Adam Dunn doubled to right scored Alexei Ramirez.. Runner on second with one out and Paul Konerko due up.
White Sox 4, Mariners 2 Top 10, 1 OutMay 8 7:02 PM
- Alexei Ramirez doubled to left scored Brent Morel.. Runner on second with one out and Adam Dunn due up.
White Sox 3, Mariners 2 Top 10, 1 OutMay 8 7:00 PM
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White Sox 2, Mariners 2 Top 10, 1 OutMay 8 7:00 PM
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White Sox 2, Mariners 2 End 9May 8 6:55 PM
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White Sox 2, Mariners 2 End 6May 8 6:03 PM
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White Sox 2, Mariners 2 Bot 6, 2 OutsMay 8 6:01 PM
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White Sox 2, Mariners 2 Bot 6, 0 OutsMay 8 5:56 PM
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White Sox 2, Mariners 2 Top 6, 1 OutMay 8 5:46 PM
- Ichiro Suzuki sacrifice fly out to center scored Jack Wilson.. Runner on first with two outs and Luis Rodriguez due up.
White Sox 2, Mariners 2 Bot 5, 2 OutsMay 8 5:38 PM
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White Sox 2, Mariners 2 Bot 5, 2 OutsMay 8 5:38 PM
- Brendan Ryan singled to right scored Jack Cust. On the play, Jack Wilson advances to third. Runners on first and third with one out and Ichiro Suzuki due up.
White Sox 2, Mariners 1 Bot 5, 1 OutMay 8 5:37 PM
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White Sox 2, Mariners 1 Bot 5, 1 OutMay 8 5:37 PM
- Ramon Castro singled to left scored Paul Konerko. On the play, Alex Rios scored on Miguel Olivo's fielding error. Runner on third with two outs and Gordon Beckham due up.
White Sox 2, Mariners 0 Top 4, 2 OutsMay 8 5:06 PM
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White Sox 0, Mariners 0 Top 4, 1 OutMay 8 4:56 PM
Top 1, 0 Outs
May 8 4:10 PM
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