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This two-disc release comes in a standard blue plastic case with the artwork from the theatrical poster. The film and all the special features are on disc one; disc two contains a digital copy of the film for transferring to a computer or portable media player.
Extras include:
- Commentary with Director Danny Boyle and Actor Dev Patel
- Commentary with Producer Christian Colson and Writer Simon Beaufoy
- Slumdog Dreams: Making Of Featurette (23 minutes)
- Slumdog Cutdown Featurette (6 minutes)
- Deleted Scenes (33 minutes)
This could have been a phoned-in barebones release, but it's not. Fox provides a decent special edition – a genuine surprise considering the film is still in theaters as this disc arrives in stores.
Both commentaries are incredibly lively. Boyle is his usual energetic self, particularly here because he's paired with actor Dev Patel, who's a rather engaging individual. They discuss the film's shooting process as well as the acting process. If you're looking for story info, check out the second track, which discusses the genesis of the story from novel to screen and the rough process to bring the film to life. Incidentally, the film almost saw a straight-to-video premiere until Fox picked it up. The rest is history. Of the two tracks, I'd give a slight edge to the second track. It's a bit more informative and focused.
Next up is a rather meaty featurette that explores the film's low-key, but massive production, shot mostly on location in and around India. There's plenty of behind-the-scenes footage to keep fans happy. The cast and crew also chime in with solid interviews.
The next featurette is pretty useless. It's basically a spliced up, sliced up version of the film set to the song, "Jai Ho."
The final supplement is rather extraordinary. There are 12 deleted scenes running roughly 33 minutes. There's little here I found worthless – typical with many Danny Boyle films (even his deleted scenes are cool). These scenes certainly would have killed the film's tight pace, but they're incredibly fascinating, occasionally adding to the narrative and filling in a few minor plot holes. Give them a look.
Extras reviewed by R.L. Shaffer
Score: 8 out of 10
The Bottom Line
With all the awards and critical hype this film has received, it faces a difficult task in living up to the high expectations of those who haven't seen it yet (or those who refuse to see it precisely because of the hype). Still, it's an example of fine filmmaking from Boyle and compelling performances by the actors. Factor in the increase in quality over the standard-def DVD and you have a worthy addition to any cinephile's Blu-ray library.


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|More from The Walking Inferno
|No update page/Infrequent
|Chapter information
|Written by
|Release date
26th December 2014
|Next chapter
Chapter 2
Mako's feet clunked down the metal corridor, the sound made by his booted feet ruining any chance at stealth he wanted to pull off. He had finally cornered them in this place, but nothing around suggested they had been there at all. The air was its usual sanitised smell, the odour which stung his nostrils and made him exhale forcefully after every five breaths in, hoping to expel that same tingle that clung to his nose hairs.
Of course, he didn't have to worry about the sharp exhales revealing his position, the sound faded away with the soft, strong thrumming humming that seemed to circle the air around him and jostle those little particles of steriliser even more.
He wetted his lips, and feeling that flutter right at the top of his chest start to set in, he took a deep breath in and let it out. It didn't help. He quickened his pace. The only thing that would put down his nerves was catching the bad guys, putting them in cuffs and seeing them on their way down to the station where the chief would have a nice chat with them before throwing them in a cell.
After that he could go home to his small apartment, tear into a bag of dumplings he had been saving, put on the radio and just simply relax. Oh he could feel it now, that couch that he could just sink into as he lay down, the way it would mould to his shape, the way the quiet stretches of fabric would whisper in his ear that three quarters of his yearly pay was worth it –
He had to step back as something flew past his face. They flutter seemed to ascend into a pound as his heart both dropped down to his stomach and flew into his throat, pumping his body to move as he dived behind a control panel that stuck out the endless metal hallway.
Three more streaks of purple shot past him and Mako struggled to stop his hands from shaking so he could just aim his damn gun! "Give up now!" he shouted, trying to buy time, trying to broker peace and trying to strike a bit of fear into their hearts as his sharp voice bit into the temporary silence. "Make it easy on yourselves!" they swore back to him, reinforcing their statements with the bullets that flew through the air. Mako gritted his teeth, and when there was a let up in the fire, he shot his own gun, the purple streaks skimming off metal crates, chipping them with a black scorch. Mako quickly went back into his cover, waiting for the return fire, looking for any flanking routes.
After a few seconds, they never did, and Mako took the time to quickly check his weapon before moving on to an obvious trap. He looked down at the gun in his hand, noticing the steam lingering around the bulbous chamber that rested just above the handle. The chamber thinned out to make the barrel of the gun, which was also smoking at the end. Mako's signature frown pulled his brow down as he cursed his own foolishness; he hadn't cleaned the weapon recently, making it overheat far quicker than it should have.
Five shots was all he had at one time?
He snarled and turned the chamber, revealing six strips cut in the metal, made to allow the purple core resting inside to cool off. It hissed as more steam rose up, but quickly cooled in a few seconds. Seconds that the crooks used to get further away from him, or restock, or get some bigger guns. He sighed, wishing that he had the position or the money to purchase a newer, better model than the gun he had.
Taking a quick peek around the cover, he raised his gun and moved forward, quickly moving to the crate he shot at earlier. He crouched, looked, and continued. He repeated this every opportunity he could, not taking his chances when a trap was clearly ahead. Mako took a quick sniff in, recognising the slightly burnt air now mixed with that horrible sterile smell. The hum seemed to have quietened down as well, allowing Mako to hear some rustling around in a room ahead.
He made his way to the door: a big circular one made to double as an effective barrier, much like a safe. He tried opening it, not surprised he found it locked tight. He heard more clangs inside and looked for another way in. Remembering back to an old film he had watched, he looked up, seeing a vent above him. He could hear it hum too, sucking in the bad and pushing out the good, thinking it did the world justice. He could see the dust starting to line the grid, something that showed how long the place had been left for. You could always leave the machines on, but if no one was there to check everything, then the whole place would go to hell.
Mako stood on his tiptoes, fingers stretching to push the grid up just a little so he could gain a surface to grab. Finding his height just barely let him down for once, he jumped and pushed the grate up a bit before it settled back into its original position. He jumped again, fingers pushing it up and –
He was thrown to the floor, a heavy-set man on top of him recovering from his tackle to give a quick, but strong, punch to Mako's face which flung to the side as his arms started moving on instinct to bat away his attacker. Frantically he pounded on the man's back, but the guy was solid muscle and far heavier than he, so Mako quickly resorted to his gun, steeling himself to pull the trigger and possibly end the man's life. If the man didn't knock the gun out of his hands with a precise blow.
Another hit struck Mako's face, making him dazed. Another hit him right in the temple and the pain quickly zapped a jagged line from one side of his brain to the other. He stayed conscious though, he had to. The man's knees dug into his sides, pressing at his kidneys, forcing out a pained yell and a ragged breath as Mako fought to find that connection in his head. Another strike rocked his vision and knocked his focus from his goal. He needed to focus!
The door behind him slid open and the other man, of similar build to the one hammering away at his head, took a disinterested glance down at his cut face and walked over to his gun the was sprawled across the hallway. When it was picked up, Mako felt the trigger in his mind and a fiery feeling pooled through his blood.
He yelled and forced his palm up into his assailant's face, his vision still not clear, but his instincts guiding his actions as his mind took a temporary backseat. He forced that feeling of molten blood towards his hands and a flame spouted into the right side of the man's face. He didn't yell, but waved his hands around and stumbled back, seemingly more bothered about being blinded than burned.
Mako stumbled backwards, keeping both palms out as they spewed fire. The cover gave him enough time to orientate himself and lift that white haze of adrenaline before he had to dodge shots fired towards him from his own gun. The projectiles were fast, but still bright purple and fairly sluggish due to the guns poor condition which made dodging the shots that much easier. Mako's uniform started to burn along the sleeves, pants and back as orange tubes made themselves clear around his limbs. The tubes ran underneath his arms and behind his legs, ending underneath the wrist and at the heel respectively.
The fight seemed to halt for a second as the man with the gun threw Mako's aside like the trash it was. Mako noticed that the man was wearing red goggles as opposed to his companion's green. He might have been a superior, or an elite, or some punk with bad fashion sense. Either way, Mako didn't wait as he punched forward, his boxing style firebending working well in the tight corridors. The quick jabs kept the man from advancing and Mako could see the annoyance quickly rising with the sneer on the man's face. His head twitched and Mako thought he had fallen for a feint. Taking the opportunity, he reeled his left arm back, condensed the heat and power in his blood and punched forward.
Green goggles was suddenly up and took the blast with no effort apart from a slight slide back on the metal floor. He quickly advanced and Mako panicked, flinging his foot upwards with fire trailing after it before jumping off his remaining foot, spinning in the air and bringing a powerful foot down on green goggles' neck. Mako fell to the floor, unused to the acrobatic manoeuvre. Luckily, however, green goggles fell over too, convulsing heavily and trying to breathe though panicky gulps of air. He was in a position to be finished off, but Mako stayed his hand. He wasn't on the streets anymore.
Instead he drew his attention to red goggles who threw a quick punch that was too fast to counter. The right shoulder joint of Mako's fire suit popped and he felt the hot blood seep away and give away to freezing cold. Meanwhile, the fluid was whipped around by the stray tube and coated the attacker in his right eye, making the lens melt and burn through to his eye socket. The man didn't move, didn't scream, didn't anything and it freaked Mako out. He made a swift uppercut with his remaining hand, fighting away the fear and the man in front of him with a hot blast of fire.
Red goggles actually dodged it and stood back, easily dodging one strike, another strike, a punch, a kick, another kick and finally a shotgun blast of fire. After the combination had finished and before Mako could cool down and launch into his opponent again, the guy with red goggles picked up his large friend with ease and sprinted away from Mako, pulling out a pea-shooter side arm and firing backwards into Mako's thigh. He yelped and fell over, careful not to make his bare skin touch the orange liquid that had finally stopped spewing from his suit. Thank god that the exoskeleton was fairly top of the line – well, as top of the line as the police could afford – and the safety sealers had clotted the rest of the liquid.
Unfortunately, the damage had been done and as sirens began to flood the hallways, Mako dragged himself up by the wall and began to limp down the grey corridors of metal to where he began his search. His looked towards his limp right arm as it swung back and forth like a pendulum with no control, each step increasing the swing and the numb twangs he would get with each movement. Going Cold Turkey was never a good experience.
When he finally reached the exit (entrance?) he saw the Chief on the front lines, as she usually was, shouting orders at men in black and white suits as she pointed this way and that. As soon as the lights of red, white, blue, pink, orange were cast over his battered face, the Chief snapped her head in his direction and shouted his name, flicking her hand towards herself issuing him to come closer and get there quick.
When he finally arrived, she took in his beat state and put her hands on her hips. "What the hell happened in there, Mako?" Her voice was a little deep, but seemed to break out of it when the right syllable needed to be stabbed into her listener's ears. Mako didn't bother to answer, knowing that she would snap at him for any lame excuse he could offer. He suddenly hated the fact he did so well during training enough to garner her attention. Her arms were then folded. "Well?"
Mako stuttered, realising his jaw hurt with the action. "Ah... Chief, they got away..." Then her face adopted a look. It changed every time, the stoic woman's face unusually rubbery when it wanted to be, but the look always meant one thing: she was pissed. Her eyebrows raised, prompting him on. Mako stood up a little straighter and ignored the pain zipping through him from one direction to the other. "When in pursuit I briefly engaged when they took a few shots at me. Taking their opportunity, they fled and I cornered them into a storage room. Before I could get in, I was ambushed."
She looked him up and down. "So that's why you look like you've gone ten rounds with a badger-mole."
He scoffed. "Che, doubt a badger-mole could do this much to me," he said to himself, only to flick his eyes back at the chief who was pinning him with another look. "I-I mean that these guys weren't some ordinary perps, they were shrugging off fire like it was nothing." Mako paused and looked the Chief straight in the eye. "One guy, the one who busted my suit, got some reaction fluid in his eye. He didn't even flinch."
She frowned at that and looked past him to the crime scene. They stayed in silence for a few seconds, sirens and orders flying around them. "Go home, Mako, and get some rest." The harshness shook him out of his slight daydream with a little jump. "Just don't forget to drop the suit back off at the station before you do." She sounded... caring. He knew she never really put up a tough front, because being tough was in her bloodline, but when she changed just a tiny bit in attitude everyone could pick it up. Chief Lin Beifong was an enigma to the force. One they were grateful for.
"Alright, Chief," he replied and she nodded before walking briskly away, barking orders left and right. Mako sighed and turned around, looking out the large glass window that was the general observation deck.
Clusters of stars were dotted around, a green nebula lazily drifting around about half a light-year away. A purple haze dotted with pin-pricks of blue and paintbrushes of lilac took up the middle and the majority of the view from this side of the station. After all, it was placed just outside of the nebula. Mako observed a capital cruiser floating towards a tower that extended outwards from the station, connected by a bridge that no doubt had rushing shuttle traffic. Mako couldn't guess as to how much the connection bridge weighed, or how much it cost, but the tower that held the passing ships was the lifeline of the station, bringing in immigrants, goods and tech.
The tower itself was built like the other three, multi-tiered with windows which filtered the usually vibrant colours down to a light blue that stopped a clear view through the glass unless you were up close. Each tire was marked by ending with a sloped triangular roof, much similar to ancient houses built in the East back on Earth. The exception to this tower, however, was the lack of windows. Sure, there were some, but with it being the industrial sector, everything was kept secret, secluded and fairly grimy. People who were claustrophobic would hate it there, but with the human race in tightly cramped corridors in cruisers the fear was almost gone from existence.
That secret, secluded, grimy, cramped tower was where Mako lived.
A fleet of arrow-shaped fighters zipped past, leaving behind glowing trails of purple from their thrusters at the back. They must have been on training manoeuvres, practicing to engage a threat that could come close to the station. Not that it ever would, Republic Station was a newly founded one with several rich companies having their headquarters in the different connecting towers that made the station what it was. And with the companies came their own little armies, all decked out with the highest gear the company had to offer. The police never strayed near the companies, focusing more on the areas that really needed the help.
From the bottom of his view, a large black sphere slowly drifted upwards. The Sato Defence Drone. A hulking machine that had proved itself time and time again to be the most effective machine at shooting down ships. It circled the station in a self-made orbit, changing slightly every now and then so that any marauders wouldn't be able to predict its pathing so they could avoid it. All the sphere was, was a dumbed down virtual intelligence that read the symbols on ships and ran them through the wanted database. If they were flying with pirate colours, or they were wanted dead, over a certain fee, of course, the drone would open up its large ocular, and fire a beam which would slice through any ships' shields. A truly terrifying weapon.
Turning away from the window, never really getting over the views he got every day, Mako took his police shuttle and after a few seconds of a vertical take-off, the aerodynamic vehicle shot off and slipped into the streams of traffic that sped along above.
He tapped his finger on the wheel, thinking over the guys who pounded his face in. They were strange, obviously, but it didn't really add up. Mako was on patrol when the call came in, but the announcement never said what they were being pursued for. Shaking his head, Mako flicked on the auto pilot and reclined his seat, digging out a syringe filled with a glowing green liquid from his uniform. Biting off the end, he jabbed the needle into his arm and quickly got feeling back into his limb as the liquid went in.
It regained the feeling of movement by replacing the connection to the nerves that were severed by his suit's disconnection. The disconnection wouldn't have been harmful if Mako wasn't running at full blast, but since he was, his arms stimulated being severed off from the brain's connection, leaving him Cold Turkey. It was a horrible feeling, especially with the hotness that came with bending fire with a pyro skeleton suit. The flashes from burning hot to freezing cold had put men into shock before and even gave a few heart attacks, although with the advancement of technology fewer accidental deaths have happened over the years.
Mako thought about the men again, thinking how horribly close he came to dying this night. He probably would have if the green goggled guy didn't go down with that kick. He shuddered at the thought. They weren't regular thugs.
Things didn't add up.
He slowly made his way back to his apartment which was tucked away behind his favourite noodle place. The street, like almost everything on the station, was metal, but it was the dull kind that simply absorbed the lighting instead of reflecting it back. Of course, if it did reflect back, Mako would be blinded by all the different colours of neon that made up the signs of vendors and small businesses that lined the streets.
This rainbow of colours and a few dull lamps were all that illuminated the lower areas of the station. Artificial sunlight was reserved for parks and the high-street. All the big businesses couldn't have a ruined reputation, of course.
Sadly, the divide between those with and those without would increase soon in Republic Station. Mako could see the new buildings poorly welded together made out of scrap, as well as the ones made out of corrugated iron, seemingly tied to other flimsy materials just to make a roof. Yes, the homeless population was increasing. Not for lack of work, no you could find a job anywhere in Republic Station; it was the amount of people coming to the station and there being no more space left.
So they improvised, as humans usually do, and they suffer for it. They get robbed every day and the cops don't care that much. It was something Mako wanted to change. Something he has tried to change. He opened the door to his apartment, not surprised to see his brother, Bolin, spread eagle on his own chair, empty noodle boxes littering the coffee table. Mako chuckled and moved to clean the mess, throwing it into an opening in the wall that lay just outside of the kitchen.
The place wasn't much, but it was home and had been for about a year now. After Mako got his new job, he decided it was time to move out of the old pro-bending arena, mainly for change and independence and mainly so that Bolin could keep doing what he loved and actually earn money with it, instead of most of it going towards rent.
There were two bedrooms, Mako's immaculate prized black couch, Bolin's crummy chair full of patches, the coffee table full of junk, a tiny TV and a small kitchen. All in all, it was nice and cosy, smaller than their last place, but enough for them to live.
Bolin made a loud snore and twitched, making his chair creak. Mako chuckled and made his way to his small room, peeling off his jacket and scarf as he went, wincing as his hands skimmed bruises on his face and sides. The darkness in his bedroom was sliced through with hazy blue lines made by the blinds on his window which were quickly shut off as he took off the rest of his clothing down to his underpants and got into bed. It was cold. The heating must have gone off again.
And they didn't have the money to get it fixed.
"Sir, we retrieved the package." There was only a voice, light wasn't needed here.
"Good. The revolution can begin soon." The voice was deep, gravely.
"What's next then, sir?"
"Hopefully we have made enough noise to attract her attention. When she comes, we teach Republic Station to fear the name Amon."
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ED Magedson – Founder
Ripoff Report
Resultz Media Group390 13300 Tecumseh Rd Windsor, Ontario Canada
Resultz Media Group Ryan Mendonca, Paul Mendonca, Daniel Mendonca THE MENDONCA CLAN RIPPING OFF PEOPLE UNDER A NEW COMPANY!!! Windsor Ontario
Does your business have a bad reputation?
Fix it the right way.
Corporate Advocacy Program™
SAME CROOKS, NEW COMPANY!!! None of the phones work that are on their websites. Resultz Media Group, Small Cap Consultants, Revival Social Lounge, Ryan Mendonca, Daniel Mendonca and Paul Mendonca(father) all are a part of a huge ripoff scam stealiing hundreds of thousands of dollars.
Ryan Mendonca is a lying thief and a international crook. This guy claims he runs a Market Awareness Program from small cap companies trough some of his companies like Resultz Media Group and Small Cap Consultants and other fake alias he has set up. Not one business he has has a physical address. He uses UPS Storefronts for his office address. Mendonca's Facebook https://www.facebook.com/thisisrevival states he owns Revival Social Lounge
He is a great liar who has never once spoken the truth about anything. He took $150,000 from one group and took $40,000 from another group and never provided Market Awareness for either. Now, over a year later the guy who makes a different excuse daily has only repaid $6500 of the $190,000 he stole. He claims he paid other subcontractors the money and they stole it from him but when you ask him to turn those names over he refuses because it's all a fabricated lie.
STAY AWAY from RYAN MENDONCA and his brother and dad!!! They are crooks who should be locked up in jail. Litigation is pending. Lets see what stories they tell the judge.
This report was posted on Ripoff Report on 09/04/2013 06:27 AM and is a permanent record located here: http://www.ripoffreport.com/reports/resultz-media-group/windsor-ontario-n8n-4r8/resultz-media-group-ryan-mendonca-paul-mendonca-daniel-mendonca-the-mendonca-clan-rippi-1081524. The posting time indicated is Arizona local time. Arizona does not observe daylight savings so the post time may be Mountain or Pacific depending on the time of year.
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It launched the first exchange-traded wholesale gold futures in 2014.
Singapore Exchange has recently announced that its Singapore Kilobar Gold Contract has become the world's first Shariah-compliant gold futures.
To recall, SGX launched the world's first exchange-traded, physically delivered wholesale gold futures in October 2014, in partnership with the World Gold Council and the Singapore Bullion Market Association.
"We are excited by the endorsement by renowned Islamic scholars that the SGX physically settled futures contract is a world-first in compliance with the AAOIFI Shariah Standard on Gold. This unlocks a new investment and risk management option for the rapidly growing Islamic finance industry estimated to hold about $2 trillion in assets," Head of metals and bulk commodities at SGX William Chin said.
Chin noted that this would strengthen Singapore's position as an international centre for Islamic finance and would build on SGX vision to develop a global trading hub for gold.
The Singapore Kilobar Gold Contract seeks to serve as a transparent and centralised Asian pricediscovery
platform for the gold market. Globally, about 60% of the precious metal is traded in Asia.
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Zacks Investment Research Downgrades Ameresco, Inc. (NYSE:AMRC) to Hold
Ameresco, Inc. (NYSE:AMRC) was downgraded by Zacks Investment Research from a "buy" rating to a "hold" rating in a research report issued on Tuesday.
According to Zacks, "Ameresco, Inc. is an independent provider of comprehensive energy efficiency solutions for facilities throughout North America. The Company's solutions include upgrades to a facility's energy infrastructure, and the construction and operation of renewable energy plants. It engages in the development, design, engineering, and installation of projects that reduce the energy, as well as operation and maintenance costs of governmental, educational, utility, healthcare, and other institutional, commercial, and industrial entities facilities. Ameresco, Inc. is headquartered in Framingham, Massachusetts. "
Several other research analysts have also recently commented on the company. Roth Capital raised Ameresco from a "neutral" rating to a "buy" rating and boosted their target price for the stock from $6.50 to $8.00 in a research note on Thursday, May 4th. Canaccord Genuity reissued a "buy" rating and set a $8.00 target price on shares of Ameresco in a research note on Monday, May 1st. Two investment analysts have rated the stock with a hold rating and three have assigned a buy rating to the company. The company has an average rating of "Buy" and an average target price of $8.38.
Shares of Ameresco (AMRC) traded down 1.95% during midday trading on Tuesday, hitting $7.55. The company had a trading volume of 55,993 shares. The firm has a market capitalization of $342.95 million, a PE ratio of 33.71 and a beta of 1.17. Ameresco has a 12 month low of $4.35 and a 12 month high of $7.85. The company has a 50-day moving average of $6.87 and a 200 day moving average of $6.08.
Ameresco (NYSE:AMRC) last released its earnings results on Tuesday, May 2nd. The utilities provider reported ($0.04) EPS for the quarter, missing the Thomson Reuters' consensus estimate of $0.02 by $0.06. Ameresco had a return on equity of 4.52% and a net margin of 1.58%. The company had revenue of $134.61 million for the quarter, compared to analyst estimates of $131.95 million. On average, analysts expect that Ameresco will post $0.39 EPS for the current fiscal year.
In other news, insider Louis P. Maltezos sold 23,175 shares of the company's stock in a transaction dated Tuesday, April 18th. The stock was sold at an average price of $6.15, for a total transaction of $142,526.25. Following the completion of the transaction, the insider now directly owns 23,175 shares of the company's stock, valued at approximately $142,526.25. The transaction was disclosed in a legal filing with the SEC, which is available at this hyperlink. Also, Director Thomas S. Murley acquired 4,000 shares of the stock in a transaction dated Monday, May 8th. The shares were acquired at an average cost of $6.85 per share, with a total value of $27,400.00. Following the completion of the transaction, the director now owns 4,000 shares in the company, valued at approximately $27,400. The disclosure for this purchase can be found here. Over the last ninety days, insiders have sold 69,525 shares of company stock valued at $449,827. Insiders own 58.36% of the company's stock.
Hedge funds and other institutional investors have recently added to or reduced their stakes in the company. Russell Investments Group Ltd. acquired a new position in Ameresco during the fourth quarter valued at about $188,000. State Street Corp boosted its position in Ameresco by 3.3% in the fourth quarter. State Street Corp now owns 316,414 shares of the utilities provider's stock valued at $1,741,000 after buying an additional 10,114 shares in the last quarter. Dimensional Fund Advisors LP boosted its position in Ameresco by 5.3% in the fourth quarter. Dimensional Fund Advisors LP now owns 790,272 shares of the utilities provider's stock valued at $4,347,000 after buying an additional 40,042 shares in the last quarter. Renaissance Technologies LLC boosted its position in Ameresco by 26.0% in the fourth quarter. Renaissance Technologies LLC now owns 230,588 shares of the utilities provider's stock valued at $1,268,000 after buying an additional 47,588 shares in the last quarter. Finally, Two Sigma Investments LP boosted its position in Ameresco by 4.0% in the fourth quarter. Two Sigma Investments LP now owns 62,305 shares of the utilities provider's stock valued at $343,000 after buying an additional 2,372 shares in the last quarter. 22.27% of the stock is owned by institutional investors and hedge funds.
About Ameresco
Ameresco, Inc (Ameresco) is a provider of a range of energy services, including energy efficiency, infrastructure upgrades, energy security and resilience, asset sustainability and renewable energy solutions for businesses and organizations throughout North America and Europe. Ameresco's sustainability services include capital and operational upgrades to a facility's energy infrastructure and the development, construction, ownership and operation of renewable energy plants.
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Season 10, Episode 21 The Green Death
"The Green Death," Part 1 of six. A glowing corpse baffles UNIT, but the Doctor can't help---he has problems of his own. Jo Grant: Katy Manning. Clifford Jones: Stewart Bevan.
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|George Verwer
|Evangelical Missions Agency
|Area served
|110 Countries
|transforming lives and communities
|www.om.org, www.omships.org
Operation Mobilisation is an Evangelical Christian organization founded by George Verwer to mobilise young people to live and share the Gospel of Jesus. OM, as it is known, started in Mexico and had spread to Europe and India by 1963.
About OM
OM currently has more than 5,400 people working in more than 110 countries around the world, seeking to "demonstrate and proclaim the love of God." In every situation OM teams attempt to adapt to the local culture and situation, endeavouring to find the best ways to share the Gospel using literature, the creative arts, friendship, Bible studies, video and cassette tapes, correspondence courses, relief and development work as well as other methods.
The people working for Operation Mobilisation tell people how their lives have been changed and how others can also come to "personal faith in God through Christ."
Wherever possible, Operation Mobilisation works in partnership with the local church, encouraging and supporting local communities. Where there is no church they seek to establish one.
Operation Mobilisation started in 1957 when Walter Borchard, Dale Rhoton and George Verwer traveled to Mexico to distribute Christian literature and Gospels. The Gospels were very important to the men and the beginning of OM's long history.
George Verwer, OM's founder and leader until 2003, received a Gospel of John from a local woman while still in high school in the 1950s. In 1955, Verwer became a Christian at a Billy Graham meeting at Madison Square Garden, and made a commitment to global missions and spreading God's Word on a massive scale.
The trip in 1957 was the first of three summer trips to Mexico. By 1960, the men turned their attention to Europe, focusing on "mobilising" the national churches to global missions. Verwer's vision for global mission was that leadership would come from the local Christian community, wherever possible, and not led by foreigners (Randall 2008).
In Summer 1963, the first short-term missions teams – over 2,000 people – blanketed Europe to train national leaders, carry God's Word throughout the continent, and to find creative ways of getting it behind the Iron Curtain.
Teams were also starting in India and the Middle East in 1963, but getting to those countries overland was becoming more expensive and slower, due to border closings and holdups, and mechanical problems with the vehicles, among different problems (Randall 2008).
OM and Verwer's vision for spreading the Gospel expanded to the seas and a ship with the purchase of the MV Logos in October 1970. OM expanded its ships ministry with the MV Doulos, MV Logos II and MV Logos Hope. The MV Logos II stopped sailing in late 2008. See more about OM Ships below.
Back in Europe, the summer conferences were continuing but the number of participants was dwindling. In late 1987, a renewed vision for reaching Europe was borne, which led to the "Love Europe" outreaches that started in July 1989, just prior to the fall of the Iron Curtain. OM planned for 5,000 young people from 50 nations to participate; in fact, about 7,000 from 76 nations came. With this first "Love Europe" conference, the vision of OM – birthed in Europe – had been renewed (Randall 2008).
OM's expansion in Europe today includes ministry in over 30 countries. Throughout the world, over 5400 OMers are working in over 110 countries and on two ships. In August 2003, Peter Maiden, who served as Verwer's associate international director for 15 years, became the leader of OM during a ceremony attended by over 2,000 OMers and friends (Randall 2008).
Core Values as described by OM[1]
Core Values of OM are Knowing and glorifying God, Living in submission to God's Word, Being people of grace & integrity, Serving sacrificially, Loving & valuing people, Evangelising the world, Reflecting the diversity of the body of Christ, Global intercession and Esteeming the church.
OM Ships
Currently, OM Ships operate two ships cruising all around the world, the MV Doulos and the MV Logos Hope. The first ship, MV Logos, ran aground on rocks off Tierra del Fuego, Chile, in atrocious weather conditions. Although the ship could not be saved, not a single crewmember was lost or even injured. The skeletal hulk of the ship is still visible and has become something of a tourist attraction over the years. Over a 17-year period, more than seven million people visited MV Logos during 250 ports of call in 102 countries.
Later that year, the former Antonio Lazaro became MV Logos II.
The MV Logos II was retired in February 2009.
The MV Doulos, currently the record holder for the oldest floating ship still in service, is set to be retired by the end of 2009.
MV Logos Hope is currently being prepared for its commission. Twice the size of the MV Doulos, it will provide greater capacity for operations.
The OM ships visit port cities throughout the world, supplying literature, encouraging cross-cultural understanding, training young people for 'more effective life and service', providing relief and sharing a message of hope in God wherever there is opportunity.
Since 1970, OM's ships have visited over 480 different ports in 150 countries and territories around the globe. On average, 1 million visitors are welcomed on board every year.
In total, over 30 million visitors have come aboard to purchase from the selection of 6,000 titles available. Titles cover a wide range of subjects, such as science, sports, hobbies, cookery, the arts, philosophy, medicine and children's books, as well as faith and life. The books have been carefully chosen to be of interest to every member of the family, and with the educational, social and moral needs of the local community in mind. Books are on offer at a fraction of their retail value, while in certain ports, books are also donated.
See also
- Teenstreet, an annual international week-long congress for Christian teenagers presented by OM.
- Randall, Ian. Spiritual Revolution, The Story of OM, Authentic, 2008. ISBN 1850787662
External links
- OM.org - the official website of Operation Mobilisation
- omusa.org - the OM USA web site
- OM Ships International
- OM in the UKUK
- Transform Transform
- [1] Dalit Education
- [2] Teenstreet
- [3]George's site
- [4]Omnivision
- [5]Omnitube
- [6]Canada
- [7]Germany
- [8]Switerland
- [9]Holland
- [10]Ireland
- [11]France
- [12]Lifehope
- [13]Fareo Islands
- [14]Denmark
- [15]Finland
- [16]Norway
- [17]Sweden
- [18]Belgium
- [19]Italy
- [20]Greece
- [21]Albania
- [22]Austria
- [23]East
- [24]Russia
- [25]Hungary
- [26]Chec Republic
- [27]Ukraine
- [28]Caribbean
- [29]Mexico
- [30]Costarica
- [31]El Salvador
- [32]Brazil
- [33]Uruguay
- {http://www.omargentina.com.ar/]Argentina
- [34]Chile
- [35]South Africa - World cup
- [36]Silk Road
- {http://www.act.om.org/ ]ACT
- [37]India
- [38]Singapore
- [39]China
- [40]Japan
- {http://www.omkorea.org/]Korea
- [41]Australia
- [42]Hong Kong
- [43]New Zealandfi:Operaatio Mobilisaatio


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Brand new training RGD-5 offensive hand grenade has a rubberised body with screw-in fuse and a plunger (sharp end is cut off). Unlike the 'defensive' grenades (eg. F-1), which have a solid 'ribbed' iron body, RGD-5's fragments are meant to inflict light injuries (deep cuts) in close combat (in trenches) rather then to kill.
These grenades are designed for military training purposes
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Those of you who are regular readers will know where I am coming from with regards to SWTOR, but as a quick refresher for those who don't know, I'm an 12 year MMO veteran having started playing the original Everquest back when it was launched. Since then I've played all the major western MMOs. I am a huge fan of Bioware RPGs, especially the Baldurs Gate, Mass Effect and original Knights of the Old Republic series.
I am not a particularly huge Star Wars fan. I have a soft spot for the original trilogy, but really cannot stand the prequel trilogy and most of what has come since. I have been looking forwards to SWTOR for a long time however, and pre-ordered my Collector's Edition on the day that pre-orders were first announced. So, my feelings on the game are obviously coloured by all of those aspects. Having said all that I am going to be as objective and judgemental as I can be with regards to his review.
This is going to be a long and detailed review, but bear in mind that I was playing a game in beta, and many of the things I'm going to talk about (certainly the smaller details) may change for launch. Many things changed with the most recent build on Thursday. Also, I'm not a min-maxer and not interested in statistics and theorycrafting. This review will contain impressions but not detailed run downs on abilities and skills. I should also note that I only got a character up to level 25 during my time in the test, so my impressions should only be taken as accounting for the first 25 levels of the game.
I've already written a lot about SWTOR. It's obviously the game I have been anticipating the most for quite some time, so I began the game with high expectations. Read on to find out if I was disappointed, surprised or happy with what I found. This is going to be a long and detailed review, so strap yourself in, it could get messy...
The beta client was easy and simple to download and install, but came in at a whopping 20GB (the most recent build is a little smaller at 18.5GB), surely the largest install for any new MMO. My EQ2 folder (a game that is now 8 years old) only takes up 14.7GB.
I'm sure a great deal of this is down to all the hours and hours of voice-over and the 6 hours worth of orchestral music score. Anyway, it's big! If you have purchased the digital version of the game be prepared for a long download.
Once the client was installed it patched with ease and I was given my choice of servers. I chose the EU English server and logged in to see the opening cinematic (the epic Return cgi trailer). Then I was straight into the character creation screen.
Character creation is more than sufficient, offering plenty of customisation options. It is based on preset features that you select from a slider (such as found in MMOs like LoTRO and WoW), rather than the more advanced type of character creator which allows you to tweak ear length, nose thickness etc.
There are many options available, the exact number depending on sex, class and race choice. A male human Jedi Knight for example can choose from 4 body types, 24 head shapes, 17 scars, 47 complexions, 5 eye colours, 36 beards, 28 hair styles, 15 hair colours and 36 skin colours. I'm sure that there will be some looks that are more popular than others, but that still gives a total of millions of combinations just for that one class, sex, race combination. I never came across anyone else that looked like my character whilst playing.
|You can create some odd looking characters
Expect the spend a lot of time on the character creation screen if that's your bag. It's worth doing so as you will spend much more time looking at close ups of your character than is normal in MMOs due to the cinematic storytelling style.
I played a couple of characters, both on the Sith Empire side as I will be playing on the Galactic Republic side come launch and I didn't want to spoil anything (the two factions have 100% unique content apart from a few shared Flashpoints and Operations). I played a Sith Warrior Juggernaut and a Bounty Hunter Powertech as these were the classes I was least interested in playing after launch.
It is well known by now that Bioware have gone for stylised realism when it comes to SWTORs graphics. This has the advantage of giving a very scalable engine that will run on many machines, but does run the risk of not appealing to those who do not like the art style. All I will say is that I love the graphics in this game. Screenshots and videos simply do not do it justice. The environments in particular are beautiful and spectacular with a really long draw distance and some of the best MMO sky boxes I've seen. The art style gives them a painted look. Bioware have done some great world-building here. There were quite a few moments where I sat staring at the scenery open-jawed.
Character models are really good for the most part, and they need to be due to the large amount of close ups seen during the cinematic conversations. The art direction is superb, and the graphics really do evoke that Star Wars feeling. A few of the armour textures still need a little work however. Armour appearances are very varied; there are absolutely hundreds of unique looking armour pieces in the game.
|Some of the environments are very atmospheric
I was regularly getting between 45 and 80 frames per second depending on the number of players around. That was running the client at maximum with bloom enabled, maximum view distance and high quality shadows. Anti-aliasing was not yet incorporated into the build (AA is commonly one of the last things to be added during MMO betas). The game ran very smoothly indeed. The engine seems very scalable, and running it with everything maxxed looks great, especially the shadows when you run under trees and the like.
For reference I'm running an AMD Phenom II 955 with an ATI Radeon 5850 graphics card and 4GB RAM.
Whilst the graphics are good, the animations in this game are quite simply the best I've ever seen in an MMO. Early footage of the game raised a few concerns about animations, but rest assured that they are stunning. Not only is there an incredible level of polish in the animations (for example, leaping from a high spot will cause your character to do a really cool roll when they land), the combat animations in PvE at least are reactive. My Sith Warrior wasn't just standing there swinging his lightsaber, he was parrying and blocking blows, reflecting laser blasts and reacting in a realistic manner depending upon where and how he was hit.
The first time you "Force Charge" into an encounter (Sith Warrior) or fly up above the combat on your jetpack to rain down "Death From Above" (Bounty Hunter) is amazing. In fact even after seeing those animations hundreds of times they never got old. There appears to be some kind of physics engine in the game because cloaks, robes and lekku (those weird head tentacles on the Twi'lek race) all bounced and flowed pretty realistically.
There are also a whole load of social animations from the basic /wave to the more extravagant /woot. Not all of them have associated animations in beta right now, but I expect they will be added. In the most recent patch Bioware added the ability to sit on chairs, though for now only in your personal starship. I would expect this to be expanded to the open world in the future now that the tech is available.
Roleplayers will be pleased to note that custom emotes are in game and working (e.g. /em giggles maniacally).
The UI is the one area of the game that I feel needs to be improved. The basics are in place, and it looks good and relates all the information you need in a concise and efficient manner. However, some basic functionality is still missing, such as the ability to move and resize UI windows (only the chat window can be moved right now). The default UI is so well set out that this isn't a major issue for now, but I expect them to add full customisation in the future.
Additionally, there is no support for macros (not a big deal for me to be honest, I don't like or use them) and no target forwarding function (target-of-target). Having said that, the UI is slick and the game is perfectly playable without those functions. I would be disappointed if they were not introduced at, or shortly after launch however.
Custom chat channels were only added in the most recent build of the game, so it's possible that more UI improvements might make it in before launch.
I have to mention the in-game map, which is superb. Clear and accurate, it not only tracks your quests but those of your group members too. Additionally it automatically becomes transparent if you start to run, making it really easy to use as you travel around.
There is a dressing room in the UI, which you can see by CTRL-clicking any object to get a preview of it.
So, let's discuss SWTORs big selling point, or at least the feature which the developers have been selling most strongly - Story. When first announcing the game Bioware stated "Traditionally, massively multiplayer online games have been about three basic gameplay pillars - combat, exploration and character progression. In Star Wars: The Old Republic, we're fusing BioWare's heritage of critically-acclaimed storytelling with the amazing pedigree of Lucasfilm and LucasArts, and adding a brand-new fourth pillar to the equation – story". Does the story really add that much to the game? Is it the defining feature and game-changing addition we have been told?
Absolutely, positively YES. I cannot overstate how much the storytelling makes a difference. No other MMO has immersed me so much in the world.
Ask me to describe the starting story quests of my warden in EQ2 and I'd struggle. In SWTOR not only could I describe the story accurately (I won't for spoiler reasons), but I could explain who a particular NPC was, what his motivations were, discuss his relationship with his daughter, the politics he is involved in and tell you how my actions effected all of the above. What's more I actually cared about these things.
|Many strange beasts cross your path during your story
Sure, there are still "kill 20 XXX" quests, but they just pop up in your journal automatically when you enter a new area as bonus objectives. You achieve them just by going about the business of your main quests.
I'll give you one quick example of a low level quest I did with my Sith Warrior that illustrates the kind of thing that I'm talking about. I've hidden the paragraph for spoiler reasons.
Each has a good argument as to their innocence, but it was up to me to decide how to handle each case - death, release, trial by mortal combat, torture or simply leaving them locked up were all options I could take at some point. After making my decisions and dispensing Sith justice (I was pretty nasty and actually felt bad about what I did in one case) I returned to my master who gave his opinion of my actions, explaining where I had made the right or wrong decision as he saw it.
That's one example of a simple short quest that I found more interesting and compelling than any other I had played in an MMO, and that was at level 3! Of course not all the quests are like that, but many of them are much more than the simple go kill and collect quests normally seen. By the time my Bounty Hunter had reached level 8 for example I had betrayed several of my quest-givers, and in turn been betrayed myself by a major power player on the planet. The quests are often full of these twists and turns.
There are small instanced areas where your main class story plays out. This allows you to change the world for your character without having to change it for the thousands of other people on the server.
The technology used to achieve this is stunning, and so good in fact that it is almost completely invisible. You simply run into your story area and you are in an instance for your character only. There is no loading whatsoever, it's just a seamless blend with the open world. Same when you run back out of the instance into the open world. Several times I didn't even realise I'd run into an instance area (though the game does flash up a message telling you when you do so).
Instanced areas that your character can enter are denoted by a green forecfield over the entrance. Those you cannot enter by a red one. It's a simple system and so smooth and unobtrusive that I couldn't help but be impressed. If not for the subtle message and forcefield glows you would not even know you'd entered an instanced area.
What makes the quests more involving is the cinematic storytelling and voice overs. The quality of the voice work is simply stunning (and there is an unbelievable amount). Only a couple of times did I find the voice work out of place. However, it is not just the fact that the quests are fully voiced that gives the immersion, it is the cinematic way in which they are presented.
Unlike other voiced MMOs your character does not simply stand around talking to an NPC that is rooted in place. The characters move, pace, fight, run and take part in action sequences depending on your decisions. Even that isn't the real grab however. What really begins to drag you in, slowly and imperceptibly is the fact that you have real choice in your responses (see the spoilered quest above for an example). Your decisions effect the NPCs around you and your own character as well.
During the quest I discussed in the spoiler section above I made a couple of Dark-side decisions (these are clearly marked with icons on the conversation wheel). When I did so the music swelled menacingly and the screen took on a red tint. I was awarded Dark-side points. Get enough of these (or the alternative Light-side points) and you can purchase special armour and items from faction vendors. As you fall deeper to the Dark side your appearance even begins to change as you look more "evil" (this option can be turned off for those that don't like the idea).
|Each time you start the game you get a summary of your story so far
As I stated at the start of this write up I created a Bounty Hunter and Sith Warrior because I wasn't really interested in playing either class when the game launched. Now I want to play both of them to the end. Each class has such a powerful (and different) story that I am genuinely interested to see what happens. The way the story is so closely integrated into the game and the way it is presented have completely eliminated grinding for me. Additionally I never had to camp any specific mob (this could have been coincidence I guess).
My level 85 warden in EQ2 is a human male. That's about all I know about him. My Bounty Hunter is mercenary bastard who will betray anyone to get what he wants but is not above helping out those in real need. He has lied to protect the innocent and told the truth to bring the guilty to justice. He is driven to be the best but can't hide the worst in him at times. I could wax lyrical about the questing system in this game for hours. It's the best I've ever played.
According to other testers each class story has a very different feel. Some class stories start slow and then suddenly turn into huge epics, others hit the ground running with full on action and others are involved in discovering and influencing the politics of the galaxy. There is bound to be something for all tastes.
I should take a moment here to discuss the sound and music in the game. It is quite simply astonishing. The music (and there are hours and hours of it) is uniformally excellent and really helps set the mood, especially in the cinematic conversations. It evokes John Williams original movie scores whilst remaining unique to the Old Republic era. The music also swells and changes reacting to what you are doing, and boss battles in particular often have stirring scores.
I particularly liked the cantina music and the fact you could change the music being played on the jukebox. The sound design is fantastic as well. Combat sounds are as visceral as the animations, and I found it a nice touch that different weapons have different sounds as well as appearances. Some of the higher level stuff apparently sounds very unique.
So, as we've seen the game in my opinion is second to none when it comes to presentation and polish. Just the initial "choose your allegiance" screen is enjoyable to watch as capital ships and smaller ships fly across the screen over a huge planetary vista for example. Next I'll discuss the mechanics and systems and my thoughts on them.
The combat system in this game is a hotkeyed system like 99% of current MMOs. There are a few differences however. First of all there is no auto-attack (unless you count your companion as an auto-attack).
You have to make a conscious decision to take an action. Initially I did find myself standing in combat not hitting my opponent a couple of times (my Sith Warrior just stood there deflecting and dodging blaster bolts with his training blade), but I soon adjusted. Your right mouse button is mapped to your basic attack (actually hotkey 1), so it's easy to spam that as required. Most abilities can be used on the run.
|Eat flame scum!
One thing that took me a while to get used to was the global cooldown. It's pretty short at around 1.5 seconds but I've never been a fan of GCD. It is however one of the most reactive and least frustrating GCDs I've played with and has been very well tuned (far, far better than the GCD in Rift for example that I just found frustrating to deal with). The most recent build added the option to change the window in which you can queue up your next skill, which has further improved the flow of combat.
Another slightly unusual thing that took a (very short) while to adapt to was that hitting a skill might result in your character making three of four combat moves in the animation. It looked great but initially was a little odd as it was something I wasn't used to.
The combat system uses the standard three archetypes that most MMOs use; tank, healer and dps. It all seems pretty well balanced, though it takes a little while for the archetypes to begin to shine. They only really become apparent when you pick your Advanced Class (around level 10). Up until that point all classes are primarily focused on dps. This allows the concepts of healing and tanking to be slowly introduced, and this seems typical of the game as it seems to want to ease players new to MMOs into the game systems. All classes get some kind of crowd control (though others specialise a bit more) and some kind of CC escape (generally on a relatively long cooldown).
It's worth noting that there are containers on some planets that will explode if hit. A well timed shot at a barrel of toxic waste can seriously wound any mobs standing near the resulting explosion. A nice touch that I haven't seen before in an MMO.
The death system offers something a little different to most MMOs, and takes the soft approach. Items become damaged when you are defeated (and slowly during normal use) and can be repaired at vendors (if damaged too much they cannot be used). When you die you can respawn at a medical center or summon a medical droid which will revive you. Once revived you become stealthed for 12 seconds, giving you chance to get out of range of any nasties that may be lurking around. All classes get two revive (resurrection) skills as well - one revives your companion and the other can be used on group members.
I haven't had time to experiment with the much vaunted cover system that Smugglers and Imperial Agents can utilise. Cover classes can roll behind scenery to take cover, opening up a new bar of skills they can use. It sounds fun and I'm looking forwards to trying it out come launch.
The AI of your NPC opponents varies considerably. Lower level mobs have pretty much standard MMO AI (though even that has improved noticeable with the latest build). Even on the starter worlds however I did notice some opponents taking cover, moving round to get a shot at my back and so on. The AI on boss mobs (especially in Flashpoints) is much more interesting, with new mechanics such as aggro stealing and aoe adds adding to the challenge.
The difficulty of the combat was actually adjusted during my time playing, and encounters are now quite a bit harder. It's no longer possible to solo elite mobs in most cases. The AI and abilities of the mobs has been improved, and they hit harder. Boss mobs in particular have been given a variety of unique skills.
As I hinted at above, levelling happens almost without you noticing. The systems uses the standard MMO levelling approach, with new skills being available for purchase from trainers when you reach a new level. I haven't really come across any redundant skills yet, though there are some murmurs of skill-bloat at high levels according to other testers. Hopefully it won't be quite as bad as EQ2 (I had
around 8 full hotbars at level 85!).
I did find a slight issue with underlevelling on the starter world (this could be easily avoided by grinding a few mobs, but in a game that hides the grind so well that would be defeating the point). At level 4 my story quest took me to a place where I had to defeat a level 6 elite. Needless to say I got my Sith ass handed to me. According to the developers they have taken this on board and the starter world xp is being tweaked in a future build. Anyway, I had another couple of quests in my journal so I did those first then went back and got my revenge.
Experience is also rewarded for exploring (finding new areas awards a small amount of xp) and unlocking new Codex entries. The Codex is like some kind of galactic wikipedia, containing a massive amount of background information on planets, characters, mobs, equipment and a whole lot more. Lore buffs are going to be very happy.
At around level 10, when you leave your starter world, you get to decide on your Advanced Class. This is where you really choose your potential combat archetypes, depending on how you spec the AC, and your character really starts to grow into their role. I haven't had the time to experience all the Advanced Class specifications, but they seem to offer some unique styles of play.
The game does include rested xp (you gain an xp bonus if you rest and log out in certain areas). The rested xp areas include your personal ship and cantinas.
The levelling speed of the game does seem slower than in many modern MMOs. After a couple of hours play I was still level 4, whereas a couple of hours play in EQ2, WoW or even LoTRO would be enough to get close to level 10. This in part may be down to the extended conversations and running round, but at no moment did I find myself bored or even watching my xp bar.
I was slightly worried after reading some previews of the game that suggested the starter worlds were a little small and much of the game was on-rails. I'm happy to report that my fears were unfounded. The starter worlds may be much smaller than later planets, but they are still very large (at least as large as starter zones in most MMOs). Whilst the quests do send you from one hub to another there are often several ways to the same place and you often get quests that send you to places in opposing directions. Call them quest hub system linear if you want, but it really works well. Later worlds are truly open, with massive open areas to explore.
I was also amazed at how buildings are handled in this game. There is no loading when you enter a building, and the interiors are actually the correct size for the building. One early example is the Sith Academy on Korriban. It looks massive from the outside, and it is massive when you go in. It really adds to the scale of the game world.
Regarding travel, there are plenty of taxi hubs, but you must reach them and talk to the operator before you can take a taxi there in the future. At level 15 you get the ability to sprint, which speeds things up before you get your first mount.
|Taxi routes are on rails, but personal mounts are available too
Apart from taxis there are a couple of other ways to swift travel. You can instantly return to any bind terminal you have visited on the current planet (using a skill on a long cooldown) or can purchase homing beacons that allow you to swift travel to a group members location (assuming they have set up a beacon). This will be useful for organising Flashpoints and Operations.
At level 25 you get the option to purchase your first mount (assuming you can afford the training and the vehicle itself). Low level mounts are of the single-person platform type, but higher level ones include landspeeders of various designs and speeder bikes (and some of them look absolutely brilliant). Most mounts, even the early level ones, travel at the same speed, but the higher level vehicles can take more damage from mobs before you are dismounted.
Heading off the beaten track and exploring really does yield up some great rewards in this game. Other than hidden quests and exploration xp each planet has several datacrons hidden around. Find them all and you get a special reward. In actual fact, finding some of them isn't difficult; I saw my first datacron just sitting there on a ledge. Actually reaching them to unlock the wisdom contained within (a permanent stat boost) is a much different matter.
Reaching the datacron itself is like a complex puzzle involving running, jumping and timing. Some of the datacrons involve you having to group with other players, each work your way to a separate button, then press the buttons at the same time to open a door leading to the datacron. It's a great system that is half-exploration, half-puzzle solving, half platformer, and it really does rewards the explorers amongst us (my Bartle Test shows me as 80% Explorer, so I loved this feature).
Each planet has areas set aside for heroic quests. These are clearly labelled in your quest journal (for example, as Heroic 2+, meaning you need at least two players to run the quest). The mobs in these areas are generally much tougher than the rest of the game world.
There are also world bosses on the planets that wander the open game world but require full raid groups to defeat (since the latest build at least, before that they were a little easier).
The main reason to find groups in the game is to complete the Flashpoints, instanced story-based dungeon runs. During my time in the beta I only completed a couple of these, but they were some of the most fun times I've had in an MMO. The story really gives you a meaningful reason to be running the Flashpoint, and the multiplayer conversations are a real hoot. Additionally the Flashpoints contain some unique boss encounters and some really fun mechanics - it's the first time I've seen a crafting skill unlock alternative paths through a dungeon!
Like the questing system and cinematic conversations, companion characters are another feature that could alienate some, but I feel change the game for the better in so many ways. First of all let's get the obvious out of the way. They are not simple pets. Far from it. By the time I'd had several conversations with them, learned about their character, raised their affection ratings and seen them in combat you I was looking at them in a whole new way.
Companion characters bring the story and roleplay aspect to the fore once again. They each have their own morals and aims, and have their own quests that you can unlock as you raise their affection rating with you. This is done during conversations (dialogue choices you make will either make them happy or upset with you) and by giving them gifts (which can be found, purchased or crafted). They will occasionally chip in with lines during conversations, and will also pipe up with their observations as you run around the game worlds.
|Many different looks are available for your companions
One quick note, I found that you could only instigate full conversations with your companions in rest areas (cantinas, your starship, etc).
One concern with companion characters is that it might look odd with other players running round with the same companions in tow. In practice I really didn't notice it as an issue. You don't see the names of other player's companions, and you can completely change the appearance of your companion characters (though not their sex or species). This is done by using appearance kits that can be found and purchased. Additionally you can equip your companions just as you can equip yourself.
In combat the AI of the companion characters is pretty good, and I never had any issues. Each companion character has their own skills, and they gain more as they level. Each skill can be set to be triggered by the companions AI, or to only be triggered manually by the player (so you can for example set their AoE abilities to manual if you don't want any accidents with CC'd opponents).
The dps put out by the companions is pretty good as well, and they can stand in for a human player pretty well in Flashpoints and heroic quests. I managed to hunt successfully in a heroic area with my companion healing me and dpsing, where I would have struggled alone.
Companions can also be instructed to run back to base and sell your trash loot for you, and can even be asked to gather crafting resources for you. Little touches like that make them useful as well as fun to have around.
I really grew to like some of my companions, and to dislike others. Not because their mechanics were broken or because they were useless in fights, but because of their characters. I've never felt affection or annoyance with the character of a pet in an MMO before. And what other MMO allows you to electrocute your pet with a shock collar if they are getting too annoying!?
The crafting system in SWTOR is easy to pick up and offers a good deal of complexity. There are many different professions and you can pick three. The crafting system is called Crew Skills because you can instruct your companion characters to do the crafting for you. You can queue up to five crafting missions, and they will be completed even whilst you are off-line. I really liked the system for getting rid of the need to stare at progression bars without limiting the complexity. It's a really easy system to pick up and like much of the rest of the game hides the grind aspect very well.
There are three types of crew skill - gathering (for collecting resources from nodes out in the game world), missions (you spend money to send a companion off on a mission. If successful they return with a reward), and crating (actually making stuff using the resources you have gathered or obtained from missions). Mission skills can also reward companion gifts, credits, and lightside or darkside points, as well as crafting resources.
The kind of things that can be made, depending on your crew skills include different types of weapons, different types of armour, modifications for weapons and armour, stims (temporary buffs like potions in other MMOs), colour crystals for lightsabers and blasters, implants (stat boosters like jewellery in other MMOs), and even vehicles (as of the latest build).
It's really difficult to get a handle on how well the economy will work in a beta. There are plenty of moneysinks (crew skills, repairs, vendors, skills). There is one universal basic currency (galactic credits), but also a few other types of currency in the game. Social points (q.v.) can be spent at social vendors. Each planet has special vendors that exchange items for commendations, a type of reward that is unique to each planet. There are also PvP-specific commendations for use at PvP-centric vendors.
The auction house (called the Galactic Trade Network, or GTN) works well and has all the features you'd expect in any modern MMO. There are also mailboxes through which you can send credits and items. The basics are all in place but I have no idea how things will go come launch.
There are a LOT of unique items in this game, just an incredible amount, and many of the armour items have unique appearances (at least I didn't see any obvious repeats). As well as the items you can find adventuring and on vendors there are specific PvP items, special planetary items on commendation vendors, and social equipment on social vendors.
One thing I really liked was the modification system. This really starts to kick in as you level up. Certain items contain modification slots - the basic items do not have any statistics at all, the stats all come from the mods that are slotted into them. This means if you find a chestpiece you like the look of for example, you can keep that chestpiece and just slot in higher level modifications as you level up. It is worth noting that some items have more modification slots than others however.
The system seems to do a good job of balancing traditional MMO itemisation with a more versatile way of doing things.
Modifications can be unslotted for a price (this was a new feature added in the latest build, so it remains to be seen if you will be able to unslot them at launch). The number of these modifiable items available grows as you level up.
I was surprised at the huge number and variety of trash loot items too. Mobs seemed to drop appropriate items (none of the infamous snakes-that-drop-chests-and-swords or four-legged-beasts-that-drop-six-legs, of the type found in EQ for example).
Not long after leaving the starter planet you will receive your personal starship. Not only does this give you a kind of basic player housing (somewhere for you and your companions to rest, somewhere to store items (it contains a bank), somewhere for the story to play out), but it means you can travel independently to other planets and take part in the space combat mini-game. Receiving your ship is a huge story moment.
|You'll see a lot of hanger bays
You can invite your friends onto your ship, and fly with them to other planets (their own ships will follow you, piloted by their companions).
So, that brings us to PvP. Oh Lord, the PvP...
I'm not a massive PvP fan. I've played on open world PvP servers in other games, but grew to dislike the ganking and one-shotting that came with them. Does that make me a care-bear? Maybe, but I really don't care.
PvP in The Old Republic is just... an insane amount of fun! There are a few reasons for this. First of all, like the rest of the game, the PvP system is so highly polished. It's easy to get into and is presented in a way that makes sense. Secondly, tactics have a bigger impact on success than level or equipment. There are no one-shot kills, and one-on-one fights often take 30 seconds or more to resolve. Well timed abilities and conservation of resources mean as much as having the biggest gun.
The final reason is the Resolve bar. I loved Dark Age of Camelot dearly, but man it got annoying running all that way for a PvP raid then spending the entire fight chain stunned. In SWTOR every time you get CC'd your resolve bar fills up a little. When it is full you become immune to any kind of CC for a while. Additionally everyone can see your current resolve, adding tactics as to whether or not to bother CCing someone.
The battlegrounds are all very different and a lot of fun. Alderaan is a capture and hold scenario, Huttball is a kind of reverse capture the flag in a sports arena, and the Voidstar is a conquest map. The maps on each seem well balanced, and include spawning power ups and sometimes environmental hazards, like a game of Quake, further adding to tactics and run timings.
I didn't get to involve myself on the open world PvP zones on Tatooine or Ilum.
Space combat - "Got 'im! I got 'im!... Great, kid. Don't get cocky."
Many people are going to hate the space combat. You can already see the complaints on the official forums and from other testers, mainly based on the fact that it is a mini on-rails shooter game rather than a full open world space exploration game. I 'd love a full on space game too, but I'd rather wait for it to be done properly. This is a good stop-gap.
Taken on its own merits as a mini-game I had a blast with it, but it is quite light and not the kind of thing I'll be spending much time on. Missions are quite short (5-15 minutes or so), so it is a fun time-filler whilst waiting for your mates to come online. Rewards come in the form of credits and upgrades for your ship (sadly only space combat upgrades, not interior decorations). It should be said that the space combat does look and sound spectacular though.
Whilst fun there are a few balancing issues with the space combat mini-game right now, and it can be tough to progress before picking up some upgrades. This means you may have to grind a few missions first (I haven't bothered doing so), which seems odd in a game so desperate to hide the MMO grind.
I haven't experienced the endgame yet (as I said I only reached level 25 during my time testing). I know it will be focused on Operations (each with varying difficulty levels), open world PvP zones, crafting, and level 50 hardmode versions of all the Flashpoints in the game. If the Operations can bring the same level of polish and imagination to raids that Flashpoints bring to dungeon runs then we are in for a treat. I guess we'll just have to wait and see.
There are currently two Operations in game; The Eternity Vault and Karraga's Palace. Along with the 15 endgame Flashpoints and PvP warzones and lakes I feel there is more than enough endgame content for launch, especially if it is of the same quality as the early game.
There are quite a few nice things in the game for roleplayers. An absolute shedload of emotes (though not all have the animations attached in this beta build yet) and custom emotes are a good start. Cantinas will serve as social hubs, and the ability to load up the jukebox will go down nicely. Additionally each race has it's own unique social emote as well. You can invite other players onto your starship, and the ability to sit in chairs (currently on your starship only) was recently added.
Social items can be purchased from vendors using social points, and these include things like cosmetic pets, clothing, companion appearance kits, and armour. Want to wear that skimpy Princess Leia outfit to your next raid? Well go purchase it from the social vendor, plug in your raid modifications and you're good to go.
Social points are awarded for taking part in group activities, such as Heroic Quests and Flashpoints. Winning group conversation rolls nets you a bagful at once.
Guild facilities are functional but basic. The developers have said they are working on guild progression, guild banks, and guild ships, but it doesn't look like these will be in game for launch right now. In the current beta you get the option to form guilds in your faction's capital city, and can assign limited ranks and use guild chat. That's about it.
There is a LFG tag, along with a basic social search window that allows you to search for other players by zone. You also have a friends list. Again, basic but functional right now.
There are many little improvements over standard MMO tropes that really make the game a pleasure to play. Things like AoE looting (richt-click on a corpse to loot it and also loot all other corpses in a large radius), loot glows that tell you what kind of loot a corpse holds (if a corpse has items to loot a glowing pillar of light rises from it; the colour of the light changes depending on the rarity of the item - green, blue, purple, etc), the ability to send your companion back to base to sell your trash loot, the ability to send your companion to gather resources whilst you take on the mobs guarding them, the ability to join some multiplayer conversations by holocommunicator, the way your story so far is summarised each time you log into the game, the option to add group mates to your friends list with a button click... they all add up to make a fun and enjoyable experience. There is virtually none of the frustration associated with many MMO mechanics.
|It's been worth the wait!
Some people won't get on with the whole story-based questing, the slower levelling or the lack of one-shot PvP action. If you don't want another theme-park MMO world in the vein of EQ2, WoW, LoTRO, AoC and many others then there may be enough here that is different, but the basic mechanics remain the same.
Have Bioware played it safe? In some respects yes; this is a theme park MMO and utilises the generally accepted mechanics of the genre such as hotkeys, class archetypes and quest-based levelling. In other more subtle ways they have taken some brave decisions such as the strong ties to story, companion characters and a difficulty curve that is welcoming to newcomers, all of which have the potential to put off more hardened or hardcore MMO gamers. Opinions on these matters will vary, but I can only tell you what I think.
Will the forthcoming Guild Wars 2 or The Secret World offer a better experience? Maybe, who knows. They will have to be bloody amazing games to compete. Right now, based on the first 25 levels, SWTOR is the best MMO I have ever played. It is the most polished, frustration-free, grindless MMO world I've ever had the joy to live in. It is absolutely packed to the gills with content, and it has not even launched yet. Combined with incredible stories told in a cinematic way that actually make you think about the decisions you take, along with amazing worlds to explore, The Old Republic is simply stunning.
Does that make me a fanboy? I didn't feel like I was before I played. I do now. I think this game is going to be a huge success, and deservedly so.
I don't care what the critics will say (I think the game will divide critics between those who love it and those who hate the mechanics and theme-park style they have chosen to employ). Actually playing the game has exceeded my expectations. I am having the most fun I have ever had in an MMO. In fact, writing this is just making me want to go and log in again.
Bioware have given us one of their best RPGs for a while (8 of them in fact), in the form of a solid, content rich MMO, and it just works so well.
Roll on December 20th.


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Minotauro Defeated The Natural!26/08/09 at 09:08:03 pm
The Natural was defeated by Minotauro! Congratulations to Antonio Rodrigo Nogueira for winning UFC 102! The original UFC Heavyweight champion, Randy Couture, was defeated by the Interim Heavyweight Champion by Unanimous Decision at 5:00 in the 3rd round! This is really a breath taking news for everyone as a lot expected that this will be an easy fight for Couture. Unfortunately, he fell in the hands of the Minotauro.
Continue reading Minotauro Defeated The Natural!…
Tags: Antônio Rodrigo Nogueira, Couture vs. Nogueira Fight Video, Keith Jardine, Keith Jardine Vs Thiago Silva Fight, Randy Couture, Thiago Silva, UFC 102 Fight Video, UFC 102 Live Stream, UFC 102 Replay Video
The 2009 Solheim Cup22/08/09 at 01:08:29 am
The 2009 Solheim Cup started last August 17 and will end on August 23, 2009. The Solheim Cup is a biennial golf tournament for professional women golfers from the United States and Europe. This is a very exciting Cup to watch specially to Golf aficionados.
Continue reading The 2009 Solheim Cup…
Tags: Golf, Solheim Cup, Solheim Cup Live Stream
The Dragon will face Shogun in October!19/08/09 at 07:08:16 pm
Our favorite UFC fighter Lyoto Machida will face Mauricio Rua this October 2009! This is announced in UFC.com and is now official! So far, this is the 16 fight of Lyoto Machida and until now, he wasn't defeated, not even once. Too bad for Rua because he is facing the Dragon. The best UFC fighter so far and the no. 1 light-heavyweight fighter in the world!
Continue reading The Dragon will face Shogun in October!…
Tags: Lyoto Machida, Machida Vs Rua Fight, Mauricio Rua, UFC 104 Fight Video, UFC 104 Live Stream
District 9: A Must-See Science-Fiction Classic!15/08/09 at 08:08:09 pm
District 9 is another must-see top-rated science-fiction film this summer. Produced by Peter Jackson and directed by Neill Blomkamp. Critics at RT loves this movie and I think their reviews are really reasonable and agreeable. They say that it has all the elements of a thoroughly entertaining science-fiction classic and it's technically brilliant and emotionally wrenching, District 9 has action, imagination, and all the elements of a thoroughly entertaining science-fiction classic.
Continue reading District 9: A Must-See Science-Fiction Classic!…
Tags: 2009 Films, District 9, Documentary Films, Movies, Peter Jackson Films, Science Fiction
Why Love Aaj Kal is a hit in India?09/08/09 at 10:08:14 pm
This 2009 film is a big hit, or should we say, a blockbuster movie in India. Why? First things first, I know a lot of you don't know about this film. Love Aaj Kal (Love These Days in English) is a Bollywood film starring Saif Ali Khan and Deepika Padukone in lead roles with Rahul Khanna, Rishi Kapoor and Giselle Monteiro in supporting roles. The film is directed by Imtiaz Ali and produced by the lead actor and actress.
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Tags: 2009 Films, Giselle Monteiro, Love Aaj Kal Movie, Rahul Khanna, Rishi Kapoor, Saif Ali Khan
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Subject: Honda Activa 125 sound from engine.
My Name: jophine
My City: gurgaon
My State: haryana
My Complaint Against: Honda 2 Wheelers India
Complaint Category: Automobiles
Claim Amount (Approx.): 67480
My Complaint Description:
6th Nov 2016, purchased honda activa 125 from yume honda sector 18 gurgaon, within 4th day i noticed some different sound from the engine. the same i informed to the dealer through phone. Dealer asked me to visit once to service center and 6th day visited the service center, they said the sound will go off after the first service. 20th day [180km] done the first service, next day the same sound was getting.… Continue reading
Honda 2 Wheelers India Complaint – Honda Activa 125 Sound From Engine.
Subject: Honda Activa 125 sound from engine.