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" Genre: Action & Shooter / Suitable for 18 years and over / Release Date: 2008-11-21 / Published by Electronic Arts "
* Prices may differ from that shown
Admittedly I played the follow up game Left 4 Dead 2 before I played the first one due to a free demo being offered on the xbox live market place and winning me over instantly. After I finally got hold of some money I went and purchased this one, the game is great and I was highly addicted for a great amount of time (my xbox live statistics of 250+ hours of game play proves this) however I eventually became a little agitated and bored of it as it lacked all the new awesome exciting stuff that the second game had to offer - This one doesn't even have melee weapons which can make you want to rage quit on a number of occasions when you're finding an enormous horde of zombies with a less than satisfying gun. Which brings me to the fact that there are only a limited amount of guns available and less special infected zombies (extreme mutations of zombies that are stronger than generic zombies and have unique abilities they use to try and kill you).
You are able to play solo/ off line campaign with computer controlled team players and you are also able to play on line with friends or strangers in a public game. The team consists of four characters; Bill, zoey, francis and Louis all of whom you can take your pick to play as. The game also offers survival mode where you try to stay alive for as long as possible before being ripped to shreds, it gets both frustrating and addictive when trying to beat your best score over and over again which can be enjoyable on occasion.
I haven't found the first game as memorizing as the second one as there are limited items and the maps seem pretty dark and dull in comparison. The downloadable content for Left 4 Dead is disappointing also and I wouldn't recommend purchasing "crash course" unless you're not fussed about spending a couple of hundred Microsoft points on an extremely short level with only two chapters rather than five.
However if you're planning on purchasing Left for dead 2 as well, it's probably a good idea that you buy this too as it allows you to understand how the first characters intertwine in the follow up game as they are connected briefly in the downloadable content for the second game.
This is a thoroughly enjoyable game and many people argue that this is actually better than the second one however you can make your own mind up by buying this game for yourself.
My husband is an aficionado of all video games - the latest console he owns and loves is an Xbox 360. Now, every now and again he would persuade me to play a racing game, a simple chase and shoot game and on one memorable occasion Halo! I tended to spend most of my time stuck in corners or staring up at the sky, getting increasingly bored.
I recently bought him a copy of Left 4 Dead - he didn't want it, but I got the titles mixed up and he ended up with this instead of what he actually wanted. He played for a couple of hours, although it is not his 'type' of game, so in a fit of guilt I agreed to play a quick game with him.
I have been stunned by how addictive this game is! Suddenly I understand what all the fuss is about. Suddenly I get the whole 'gaming' culture, and can see why he spends hours in front of the TV shooting various enemies in various locations with all kind of weapons.
Left 4 Dead is an ideal game for a newbie like me - the controls are fairly easy; pretty much just walking about and shooting. There is nothing complicated - no crouching, so stealth mode, no toggle maps. Just walk, point and shoot zombies. I can manage the controls and can even negotiate doors and stairs now! I did try to throw my 'health pack' at the zombies several times during the first few games - but I am getting the finer points of shooting vs healing myself :-)
Left 4 Dead is a first person shooter, which can be played by up to 4 players. You start in one location, and have to get your team across various landscapes, such as an airport, woodland etc, to another location without getting killed. It is that simple! There are a few types of zombie to make things interesting - smokers, tanks (watch out for the tanks!) and witches - all of whom kill or hunt you in different ways. You get swarmed regularly by a zombie horde, and if you are lucky you will have a Molotov cocktail or petrol can to throw at them. The game gives plenty of opportunity for gratuitous violence aginst the undead, as well as working out strategies of how to best defend a house you find yourself trapped in.
At the end of each of the four sequences, you have to wait in a location for rescue; chose the wrong location or don't have enough health, and you'll be playing that sequence several times!
I have lost an entire weekend playing Left 4 Dead with my hubby, and have stayed up past midnight twice to finish a game. Consider me an addict! I'll be buying Left 4 Dead 2 this weekend.
Highly recommended.
I had high expectations of this title. The awards it won, the fact it was made by one of my favourite companies of all time Valve and the hype surrounding it. I was expecting more from is a fairly above average title.
The premise of the game is you play as one of a team of Survivors in a Zombie Infested area. The object of the game is to basically Survive!
The game has 4 "movies" to complete. Each Movie is split into 5 parts and can be played in any order at any time. It makes the game feel like it has a loose structure and it gives players no real urge to rush to find out what lies next as each movie is essentially the same in a different setting. Each movie consists of 4 parts in which you must find the safe house with multiple routes through the level. Playing online with folk who have played it before kind of ruins the experience as they rush to the end instead of struggling to find it whilst finding hords of Zombies which is how it should be played. The fifth part of each movie sees you wait for rescue as you have to survive in the rescue area, contact the crew and get saved. It adds some variety but the 4 movies are overly repetitive and by the end youll have forgotten which was which. Each one takes 45-60 minutes, some less which only gives 3 and a half hours to see all the game has.
But one of the selling points is the way the AI works and its "supposed" to be a different experience every time but this isn't the case usually as the attacks and enemies are the same which means even if they do slightly attack in different places and at different times you don't feel it.
Overall I felt ripped off at only having four levels. Without xbox live to replay this with mates it becomes tiring very shortly.
You have a range of weapons at your disposal although disappointingly only 4 and a turret as well as grenades and Molotov's. The guns are quite straight forward and the game would have definitely benefitted from a wider arsenal.
The gameplay is poor by modern FPS standards, nothing inventive or new about it. Half the time its run, shoot, find a door, shoot mindlessly into the hords. Very little skill required.
The game takes into account the recent trend and popularity of co-op games and this can be played wither alone, with 3 AI controlled buddies or online. The game roars to live online and that is where it should be place. I would not recommend this game if you don't have Xbox Live. If you have got a regular bunch of gaming mates this will keep you occupied for hours! As well as the additional online modes which let you play as the Zombies against the survivors. It does have legs online but as I said only if you can handle playing the same maps and levels over and over again.
Overall a disappointing title.....
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Left 4 dead is an exciting zombie action thriller game. You play as one of four people (you choose) and battle your way through four levels of zombie killing fun but although this sounds fun (and i think it is) it just repeats itself over the four levels. Nothing new or very interesting happens it's just the same cycle; run, kill zombies, carry on, kill more zombies and then finish the level with one final massive zombie attack on you. Apart from the tanks and the special attackers of zombies you'll get bored easily and the weapons don't differ much either.
Online play is basically the same except two teams take it in turns to be the zombies and the humans, as the humans you have to play a whole level whilst fending off all these zombies played by other online players that make it much harder to succeed. I myself have only won three times as the humans online. Overall this game is alright, fun for a while at least.
It's from keen observation that I have concluded zombies are second only to ninjas, pirates and monkeys that nerds like and need to shut up about. It seems like whenever a new engine comes out one of them, or all of them, think that they have to make a zombie mod for it with nothing but a gun model and some concept art drawn when they where 4, but quickly give up when they soon realise they're only experience lies in lego. Now Valve have come along and shown us how much of a nerd they are, if that wasn't already obvious with their main game being about a scientist in outdated glasses beating up american football playing marines, by creating Left 4 Dead, a zombie game. There's been tons of games with zombies in, but they're usually just obstacles in corridors interchangeable with terrorists, aliens or traffic barriers.
The trick is to recreate the tension and emotion of the apocalypse while you and 3 other remaining sane people huddle together in a basement somewhere while the entire human population wait outside rubbing their bellies and waving knifes and forks. That is a true zombie game. If you can pull it off you could replace the zombies with giraffes and it'd still be a good game. That is what Valve have gone for, oppressive co-op fun. When I say co-op imagine it as an 80 foot concrete word. Usually in co-op games it's a single player game with an idiot following you around hoovering up all the health and ammo. But L4D is a rare co-op game where the other players are actually necessary. You need 4 guns to take on the hordes and to save you from special infected that choke you with their tongue. So if you separate from the group you might as well drizzle chocolate on your shoulders and clean your hair in BBQ sauce. Although frankly the other players are also a major threat due to friendly fire. Sometimes telling the difference between a dishevelled muddy survivor and a dishevelled muddy marathon runner can be difficult in the middle of a fight, and if you think about it for too long you might lose another two mouthfuls of brain.
On another less ethical gameplay element you can opt to play as the special zombies themselves, which transforms the game from tense survival horror to an hilarious grieifing engine. It's nice to see creative thinking rewarding when you leap on another player from a bin and start ripping his nipples off, and it's also curiously satisfying for me in ways I should tell my psychiatrist about.
If you want plot in L4D there's certainly not a lot of that. 'Here are some zombies' sums it up. Other than that you're part of the 4 most unlucky survivors ever who repeatedly get rescued only for their pilot to turn into a zombie and crash. There's the old Vietnam veteran, the tattoo'd biker guy, the hot college chick who probably sleeps with her ass to the wall and the office worker guy that never needs to shave. It's also not the game for you if you like to see games evolve to some form of closure and stays on a good difficulty curve. L4D stays halfway up the difficulty chart and stays there forever.
Playing the same 4 campaigns over and over might not seem fun, but the repetition is eased by the so called AI director. An omnipotent figure lurking in the shadows that throws health and ammo when you need it and summons a billion zombies whenever he's bored. Which is all the time. I saw somebody pray to the AI director once. That's probably how cults are started.
As a game L4D is beautifully designed but I'm not entirely convinced. It's a great social experience amongst your friends in preperation for the real apocalypse, which is coming!
To buy it now would be useless as the game doesn't hold a candle to L4D2, but check my review on that later for more.
What to say about this game? well first it has zombie's, second you have quite an exclusive armory of weapons to choose from, and some kick arse bad guys (and also the voice of cortana from the Halo games) Equals pure awesomeness! one of the best games i have ever played, and i'v played a few.
This game is just in a league of its own when it comes to the selection of zombie games out there today, and there seems to be a small selection. Everyone loves to shoot some caps in some zombie's arse, but no one likes to do it over and over again. The smart A.I director changes situations making the game different every time.
The difference of this game though is the cleaver online campaign and also the feel of this game. When you are running through a horde of zombie's and a massive Tank is bounding to crush your brains! even all this chao's can not stop that smile from fading off your face when you play this game.
I found this game 'Left 4 Dead' an incredibly addictive and enjoyable game when I played it recently and it's definately worth owning.
Left 4 Dead is an interactive 3D shoot em up game in which players are able to play as any one of four characters that are 'survivors' of the horrors around them. As one of these characters you have to flee from loads of infected zombies that taken over the city and surrounding areas and overrun everything.
You can play as the following characters - Louis, Bill, Zoey or Francis. Players can play along with the computer, taking on the controls of other characters, or you can also play along with friends or other gamers online. This is a fantastic feature as you can play through the whole game with friends and adds to the enjoyment and the replay value.
This game is divided into fours separate chapters. Each of these sections is like a mini-movie that casts players in the role of a character. As the loading takes place you will be able to see the name of the segment and the parts that each players will be playing in this part. Each section contains five levels each and ends with a final showdown that forces the characters you have chosen to face numerous enemies as the attempt to escape. For example, the first chapter starts on a rooftop and you are asked to move through apartment buildings, city streets, subway stations and many more. This is all in an attempt to reach the roof of a hospital for rescure by helicopter.
To succeed you must have everything you can at your disposal. This includes weapons such as pistols, shotguns, rifles and machine guns, plus bombs and other explosives. If you do not have all this then you surely won't survive the zombie attack. What makes this game even better than other zombie games of the past is that these zombies are not the slow moving enemies you are so used to in the past. These new modern zombies run and jump and move fast. They don't give up easily either which is a challenge.
There are plenty of enemies to try and kill in addition to the zombies, including the Witch who unleashes fury on you after crying. Hunters will leap at you from nowhere, scaring you half to death. Smokers capture you with their long tongues and there are plenty more besides.
There is a limit to the amount of weapons you can carry at one time but you are able to load up on weapons as you progress during the game. Some weapons are better than others. There is a nice feature in this game, in that when you are trying to reload for example, you can hit or push players away with your shotgun.
There are certain clues scattered throughout the game that are on walls and ceilings that you need to solve to reach other areas of the level. I loved the graphics in this game and the characters do also come out with some statements and comments occasionally.
You can actually also play as one of the zombies in a match that pits four human survivors up againts four player controlled zombies.
For me I found myself totally immersed in this challenging experience and although the game may not take too long to complete there are many skill levels. The good thing I found about this game was also the fact that it is not just a shoot em up but I needed to use my head and common sense a bit as if you start shooting everything that moves in sight then you will only attract more enemies and before long the odds on you surviving will be overwhelming.
It is a highly addictive and enjoyable game that I would recommend to anyone
Left 4 Dead is the latest game to come from the devloper valve, and as usuall is an absolutley brilliant and additive game that is based on the succsessfull Half Life 2 platform.
This game is in a league of its own, it is a totally new complex and way to play a first person shooter. It can be played solo or multiplayer online or on lan play. Both are good but the game comes into its online. This game is all about teamwork, and to be blunt if you dont work together YOU DIE! This is brillant that the devlopers have been able to pull this of, so many games try this but fail miserably.
The basic concept behind the game is a zombie shoot em up, with the addition that you play as a human or a zombie as part of a team. The humans have to work there way through 5 levels on diffrent campaigns, and the zombies have to try and stop them by any means possibly, usually killing them.
Personnel i find playing the zombies much more fun even through they are far weaker as a single unit, this is probably because not many games have i been able to play the monster and it is a new thing that i must do.
This game is a brilliant team based game that has everything going for and will provide months and months of online fun for you and your friends, i would reccomend it to anyone.
If you love the idea of zombies over running the earth one day then this game will have to do until that day.
The game is a survival horror and certainly lives up to it. It keeps you on the edge of your seat until the batteries in your controller run out.
The game features both single player and multiplayer campaigns, i personally never played the single player campaign as i found the AI to let you down quite alot. I played through the game on the Co-op mode with friends, (this adds to your gaming experience because you never want to leave a friend behind). Playing through in Co-op ends up with everyone one shouting down the microphone at each other asking for help or celebrating their kills.
I would certainly reccomend this game and if you enjoy this one you will be happy to know that there is a sequel being released shortly.
What a great game Left for dead is brought this about a month ago and have not put it down since.One of the best zombie games to be released on the 360 to this date. Graphics are super game play is great as it changes everytime you play just dont get bored of it.
The main entertaining thing about this game is playing on live with all your mates just cant get enough of it. Spent most my time trying to get all the achievements for it including the shooting of the witch in one shot which i managed to do after many attempts.
Really cant wait for the next installment to this great game you can see the demo video on the live market place to watch for free if your a fan you should take a look as it looks great. Overall i would suggest getting this game if your looking for a good game to play online.
Ever seen a game which sacrifices everything to make more room for gameplay. Well then look no further Left 4 Dead is the prefect candidate. The game is set in some zombie infected city with them running and killing all over the place. You are one of the 4 survivors and have to bascially reach from point A to point B for extraction without dying. The story is basically non existant and all the survivors behave almost the same.
Its the gameplay here which totally shines with you covering each others back as you fight your way trough the building and streets of the infected city. On you own you wouldnt stand a chance as they outnumber you 100 to 1 but as a team of 4 it does get exciting. There is some diversity in terms of enemies apart from the basic zombie who are move powerful or have special abilities but dispatching them is one and the same, bullets to any part of the body.
There is a a small variety of weapons but very basic as well as medpacs to heal if required. Save games exist rom one safehouse to another before you reach you extraction point. There is some ok graphics and music but nothing top notch. This game is fantastic to play with human teammates in multiplayer. Fighting together with friends and taking ut zombies is truly a remarkable experience. Valve definetely took a risk wit this game but it paid off quite well
Set in post zombie outbreak, America, four immune survivors must make there way to supposed safe points by crossing infested streets, cornfields and runways.
Play as Louis, Zoey, Francis or Zoey , four completely different people forced together to survive their trip through 'infected' America.
The game features a co-op experience that is like no-other, if you don't work as a team, you will die, if you don't communicate, you will die.
Heavy co-op oriented gameplay
Single player campaign
Versus mode- Where you play against or as the infected, trying to make it through the level, while the Infected try to stop you
This game is a genuine breath of fresh air to any co-op junkie on the Xbox, one of the best if not the best co-op experiences out there, me and my 2 other friends are still playing it today,though not as often as before of course.
Uh oh, here we go again another Zombie game! Well yes it is, but it's not just another zombie game, it's The Zombie game! For zombie lovers out there this game has those modern zombies, the ones that sprint like Usain Bolt, not the drunken man stumbling home rather confused zombies seen in games like Resident Evil. Personally I prefer this as it makes for a much more intense game. So how does it work?
There are 4 Campaign modes, each with the same basic concept - Survive! You have to battle across different landscapes (City, Forrest etc) to get to a rescue ride away from those nasty zombies. You must battle your way, with various "safe rooms", which are somewhat random metal sealed rooms dotted about the place, but basically these are the checkpoints. These campaign modes aren't that long so if you play them on the easiest difficulty they'll be over before you know it. But on the hardest difficulty I'm yet to complete one of the Campaigns.
There's then an online versus option. In this option 4 budding players start out as the survivors and attempt to play through the campaign, whilst 4 other players play as the "special zombies" and, you guessed it, try and stop them. It's the same basic campaign structure with the exception that the special zombies, well depending on who is controlling them, are a lot more cunning. There are 3 basic special zombies in the game:
*The Hunter - these are zombies who are masterful at the long jump. They leap at you from 50 yards or so in the attempt to pin you down and sitting down to a tasty meal of...you.
*The Smoker - these zombies are based on Gene Simmons; they fire their huge tongue at you, and try and drag you in to start attacking you. It's a little weird but fun none the less.
*The Boomer - this is my favourite special, it's a huge fat zombie that attempts to be sick on to the survivors. If the sick lands on a survivor it then attracts a huge wave of normal zombies.
These are the main "specials" you'll see, and there are also two more:
*The witch - this is a lonesome zombie who likes to sit on her own in the darkness. The survivors must try and avoid disturbing her; if you do she gets pretty moody and you'll regret it.
*The Tank - This zombie resembles a weightlifter on steroids, and is also playable online at various points. This is the hardest zombie to kill; it has the most health and does the most damage.
There's also one more mode that is free to download; Survival Mode. This is based on the highly successful Horde mode on Gears of War 2, with a slight difference. You and up to 4 other players must try survive waves of attacking zombies against the clock. It's a great addition to the game as it's got better replay value than the other modes.
To conclude I've got to say this was a really fun game. Ok the story isn't that in depth, but what it lacks it makes up for in game play. And with the announcement of a new campaign mode, as well more character dialogue and same minor tweaks, for free yet again it gets better and better.
Left 4 Dead is a hilarious zombie apocalypse game.
The story line for left 4 dead is truly brilliant, you are one of four survivers who defile the undead while attempting to reach the safehouse at the end. You may think that the zombies on this game will be the same as many different zombie films present them, but these zombies are a lot more vicious, they run at about 20 mph to you and if this isn't enough there are the "special" undead that can cause much destruction to your strategic view.
The gameplay for left 4 dead is brilliant, every mission consists of 4 chapters, the only downside is there are only 4 missions! You begin the 1st chapter with a pump action shotgun, then as you progress through the story line you get assault rifles etc.
I recommend this game to anyone who likes a fps and ZOMBIES!
Well, i was looking forward to this game since i heared of its inception way back when. Needless to say it was everything i could have hoped for. If, like me, you have a soft spot in your heart for anything zombie related then you are in for a treat. sporting hundreds of different zombie skins and infinite replayability, Left 4 dead features some of the best zombie related action around. It features the director, which controls the flow of the action and most importantly, makes every game different from the last. The biggest draw here is the multiplayer, in which up to four people can play together online through any of the games four campaigns. Each of these campaigns can be played at anytime and are about an hours length, culminating in a massive stand off... but like i said, everytime you play through it is different. Along with the option to play with 3 of your friends, you can also play with upto 7 other players in a versus match, in which 4 play the human characters, and 4 play the boss infected (special infected who each have individual powers), this proves to be great fun and stops the gameplay becoming stale as you learn to master each boss infecteds skills and weaknesses.
Boasting near unlimited replay value and some of the best zombie action around, theres no wonder this game has been such a hit over Xbox live.
Left 4 Dead (L4D) is a new action title from Valve, creators of the Counter-Strike and Half-Life games, that promises to redefine the co-operative genre as those titles did for multiplayer and single player action games.


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Seattle Seahawks Sandwich and Waffle Grill
Make breakfast, lunch or dinner with your favorite team logo! The interior non-stick surface features an upper and lower plate with the team's logo. These plates are removable for easy cleaning up. The press has a lock-down lid ensuring that both sides cook evenly and an indicator light which lets you know when press is ready to use. It is portable and perfect for the game-day party, tailgate or every day use.
How long will my items take to ship?Most of the items we sell will ship within 1-2 business days from the date ordered. Every item on our website will tell you how long it takes to ship under the availability section when that item.
Once an item leaves the warehouse, Regular Ground shipments will be in transit for 2-5 business days & expedited shipments will be in transit for 1-3 business days.
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Yes, we do carry Men's underwear! And, come May 2014, you won't have to enter the ladies' shop to access it: MAN on MAIN will be next door.
We have a varied selection of fabric and fit, plus many things to try that you maybe haven't yet.
We have Cotton, Organic Cotton, Rayon, Bamboo, Silk, Wool, and microfibers in bikinis, briefs, boxer-briefs, boxers, trunks and in black, white, greys, colors, and patterns!
Plus a new line called "NaKed". It's a microfiber that feels like you're wearing nothing (so we're told).
SO much to choose from. Do yourself a treat and try something new. It can make a difference in your day. Really!……… just ask Her.


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It was no secret what kind of head coach the Arizona Cardinals wanted before they decided to hire Bruce Arians away from Indianapolis on Thursday.
Before the former Colts offensive coordinator took their offer, the Cardinals also looked at other playoff play-callers who did good work with young quarterbacks.
Through that line of interviewing, it's no surprise then, that Arians, fresh from mentoring rookie first-overall pick Andrew Luck and acing a 12-game interim coaching stint, was the Cardinals' choice. Now comes the hard part of finding another strong-armed, athletic franchise passer to help him win a lot more games. Before Arians worked with Luck, he collaborated with Ben Roethlisberger to help the Steelers win a Super Bowl against the Cardinals.
Cardinals hire: Bruce Arians set to accept four-year deal
You remember those Cardinals from just four years ago, right? That's when they had now retired future Hall of Famer Kurt Warner at quarterback. Since then, the position has dried up in the desert. It got so bad in 2012 that it was hard to remember that future Hall of Famer Larry Fitzgerald remained their top wide receiver.
The revolving door started with high-priced trade bust Kevin Kolb, who for a second season in Arizona, couldn't stay healthy. Then John Skelton took a lengthy, forgettable turn, to the point that he was benched in favor of raw rookie Ryan Lindley. By Week 17, former Patriots backup Brian Hoyer, a street free agent, was in the starting lineup.
That makes job one for Arians and new general manager Steve Keim to bring in the quarterback around whom they want to rebuild their team. The failure to bring in a competent quarterback to succeed Warner contributed to former coach Ken Whisenhunt and former GM Rod Graves being let go after the season. For the new duo to last for a while, they must hit on that player.
In addition to their struggles to move the ball and protect the ball, all those overmatched Cardinals quarterbacks had something in common: They played behind a bad offensive line with little support from the rushing attack. Who is under center is the most important problem to address, but tackles, guards and running backs also need some solving.
Jaguars hire: Jacksonville put trust in defense with Gus Bradley
Before Arians dove deep into his work in Indianapolis, the Colts' GM, Ryan Grigson, didn't just reel in Luck. The draft also yielded him quite a supporting cast at wide receiver, tight end and running back. In doing so, they also rejuvenated the veteran playmaker they already had, Reggie Wayne.
The Cardinals would look to do the same with Fitzgerald and a young rising receiver, Andre Roberts. But it will be a lot more difficult. There is no can't-miss guy of Luck's caliber in the draft. The best veteran options, Alex Smith and Michael Vick, are uninspiring. Arizona officials might be looking for the quick turnaround the Colts just enjoyed, but it's unrealistic.
While they're getting the offense back up to a competitive standard, Arians and Keim have some immediate pressure on them because of the defense. Ray Horton, who delivered with his aggressive 3-4 scheme using talented playmakers such as linebacker Daryl Washington, won't be returning. It's the gamble the Cardinals took when passing over Horton for an outside hire. So as the Cardinals' new leadership tries to overhaul the team's glaring weakness, they are attempting to maintain their notable strength without the man who made it so strong.
After Arians, 60, was part of the league's most inspiring story as both a motivator and schemer, it was inevitable that he would end up filling one of the eight vacancies, joining six other offensive-minded hires. But Arians didn't just get the last job. He also got the most challenging job.


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My tent and other camping gear is about 15 years old. I've got a long camping weekend coming up and I figured it is time to get some new stuff. Was looking for recommendations on a 2-3 person tent, light sleeping bag, air mattress, and maybe a day pack.
There has got to be some avid campers on this site, so let me know what you like/dislike and if you know of any good deals.


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Been playing a bit of Playtech recently. I have taken a liking to the Marvel branded slots, in particular IronMan 2. Graphics are neat and the Free Spin Round concept is great.
As with all Slots I play, I seriously have a proper go. I would never play 100 or 200 spins and classify a slot as 'Tight'. In any event, I decided to give IronMan 2 (25 Lines) and IronMan 2 (50 Lines) a proper go at various Playtech Casinos. Initially I though that my continual losses on these slots were down to bad luck and brushed it off. I played bets from 0.25c to 2.50 and sometimes maxing my spins at $5.
I would trigger the FS randomly from 10 - 500 spins. The majority of wins from the FS's were under 50x bet. I hit the occasional 100x bet and the best was 200x on a $2.50 bet. What was quite trendy on the game was that it would take almost $200 playing $1 to trigger a 50x bet win in the FS. I would go over 1000 spins every time hoping that at some stage I could see a correction - Nothing. I would obviously have a few feature triggers in between but it was extremely difficult in 90% of the times I played to even out or peak $5 above my start balance.
What also stood out for me was the inability to have even triggered the Random Jackpot feature. Being a predominantlyMGplayer, I found thatLOTRtriggered the Jackpot wheel more often. I was not able to do this in probably over 10 000 spins with my maximum bet being $5 (I also played in Pounds and Euros).
I assumed that the game had a high volatility and could have possibly been similar toLOTR. I understood that theRTPwas reduced for the Progressive, however; the dry runs did not make sense. I decided to contact Casino Support and inquire about the Variance in order to satisfy my curiosity. Although they were unable to provide me with this info, I was told by a Senior Manager after consulting the technical team that IronMan 2 was set at a92.31RTP.
I'm not questioning the Game or the Randomness ... I am actually very disappointed that given the popularity of the game and the infrequent Jackpot games, coupled with a lower top award for the progressive, that this slot is set so low.
I kinda makes sense why it was never in my best interest to try and pursue a nice hit (Which probably can happen) given theRTP. I'm sure that a few seasoned members could have told me that, but in any event, just sharing


text:
Get an overview of this hotelBoutique Paris hotel near the Louvre
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Popular property highlights
By the Louvre
A classic 19th century Paris building, renovated in 2008, with tiny wrought iron balconies located within 1 kilometer of the Louvre on the Rue Saint Honoré, Cathédrale Notre Dame, and Musée d'Orsay.
Hotel bar
The hotel offers a lounge and a 24-hour Internet corner in the lobby; room service is also available.
Wireless Internet
Best Western Premier Louvre Saint Honore guestrooms all feature wireless Internet, newspapers, a flat-panel TV with satellite, minibars, a shower/tub combination, and hair dryers.Information missing or incorrect? Tell us!Opens in a new window
Best Western Premier Louvre Saint Honore
Hotel Amenities
Hotel Amenities
In the smart lobby of the Best Western Premier Louvre Saint Honoré, guests can keep up-to-date with national and international newspapers, use the Internet kiosk to look up local information or check schedules, and enjoy a drink from the honesty bar. This hotel is in a convenient spot in the middle of the historic city center near both a metro station and great shopping. Numerous restaurants and cafes can be found within walking distance, and guests receive a discount at a nearby fitness center. Child care is available to guests for an additional rate. Wireless Internet access is complimentary. Airport shuttle service is available on request.
- Free WiFi
- Computer station
- Babysitting or childcare (surcharge)
- Use of nearby fitness center (discount)
- Breakfast available (surcharge)
- 24-hour front desk
- Laundry facilities
- Television in common areas
- Elevator/lift
- Bar/lounge
- Business center
- Free newspapers in lobby
- Dry cleaning/laundry service
- Express check-in
- Express check-out
- Total number of rooms - 37
- Concierge services
- Luggage storage
- Area shuttle (surcharge)
- Airport transportation
- Tours/ticket assistance
- Library
- Number of floors - 8
- Multilingual staff
- Year Built 1860
- Number of buildings/towers - 2
Family Friendly Amenities
- Family Hotel
- Free Wi-Fi
- Soundproofed rooms
- Laundry facilities
- Babysitting or childcare (surcharge)
- Cribs/infant beds (complimentary)
Available in all rooms: Free WiFi
Available in some public areas: Free WiFi
Room Amenities
- Free WiFi
- Pay movies
- Room service (limited hours)
- Air conditioning
- Free newspaper
- Minibar
- Daily housekeeping
- Private bathroom
- Free toiletries
- Hair dryer
- Shower/tub combination
- Satellite TV service
- Iron/ironing board
- Coffee/tea maker
- Free local calls
- Flat-panel TV
- In-room climate control (air conditioning)
- Soundproofed rooms
- Free cribs/infant beds
- Desk
- In-room safe (laptop compatible)
- Individually furnished
- Individually decorated
Where to Eat
Best Western Premier Louvre Saint Honore serves a buffet-style breakfast (surcharge) in an elegant conservatory 7 AM–10:30 AM (hours subject to change without notice). Room service is offered for breakfast.
The hotel does not have its own restaurant, but there are several dining options within the surrounding area.
Nearby restaurants:
Le Petit Machon
Le Fumoir
Le Chien Qui Fume
Nearby Things to Do
The recreational activities listed below are available either on site or near the hotel; fees may apply.
- Bicycle rentals nearby
Hotel Policies
Check-in time starts at 2 PM
Special check-in instructions:
Check-out time is noon
Payment types
Children and extra beds
- Children are welcome.
- Rollaway/extra beds are not available.
- Free cribs (infant beds)!
- Pets allowed for an extra charge of EUR 10 per pet, per day
- Up to 8 kg
You need to know
Extra-person charges may apply and vary depending on property policy.
- No onsite parking is available.
- A tax is imposed by the city: EUR 2.48 per person, per night
Optional extras
- Breakfast fee: EUR 19 per person (approximately)
- Airport shuttle fee: EUR 18 per person (one way)
- Self parking fee: EUR 29 per night
- Pet fee: EUR 10 per pet, per day
Hotel Name
- Best Western Louvre Saint Honoré
- Best Western Premier Louvre
- Best Western Premier Louvre Saint
- Best Western Premier Louvre Saint Honoré
- Best Western Premier Saint Honoré
- Best Western Premier Saint Honoré Hotel
- Best Western Premier Saint Honoré Hotel Louvre
- Best Western Saint Honoré
- Louvre Saint Honoré
- Premier Louvre Saint Honoré
- Best Western Premier Louvre Saint Honore
- Best Western Premier Louvre Saint Honore Paris
- Best Western Premier Louvre Saint Honore Hotel
- Best Western Premier Louvre Saint Honore Hotel Paris
- Louvre Saint Honore
National Rating
This property has received its official star rating from the French Tourism Development Agency, ATOUT France.


text:
The Millennial Muddle
How stereotyping students became a thriving industry and a bundle of contradictions
Kids these days. Just look at them. They've got those headphones in their ears and a gadget in every hand. They speak in tongues and text in code. They wear flip-flops everywhere. Does anyone really understand them?
Only some people do, or so it seems. They are experts who have earned advanced degrees, dissected data, and published books. If the minds of college students are a maze, these specialists sell maps.
Ask them to explain today's teenagers and twentysomethings. Invite them to your campus to describe this generation's traits. Just make sure that they don't all show up at the same time. They would argue, contradict one another, and leave you more baffled than ever.
Figuring out young people has always been a chore, but today it's also an industry. Colleges and corporations pay experts big bucks to help them understand the fresh-faced hordes that pack the nation's dorms and office buildings. As in any business, there's variety as well as competition. One speaker will describe youngsters as the brightest bunch of do-gooders in modern history. Another will call them self-involved knuckleheads. Depending on the prediction, this generation either will save the planet, one soup kitchen at a time, or crash-land on a lonely moon where nobody ever reads.
Everyone in higher education has pondered "the Millennials," people born between 1982 and 2004 or thereabouts (the years themselves are a subject of debate). Ever since the term went prime time about a decade ago, a zillion words have been written about who Millennials are, how they think, and why they always _______________. In short, Millennials talk is contagious.
Those who have shaped the nation's understanding of young people are not nearly as famous as their subjects, however. That's a shame, for these experts are colorful characters in their own right. Some are scholars, and some aren't. Many can recall watching the Beatles on a black-and-white television, and some grew up just before Barney the purple dinosaur arrived. Most can entertain an audience, though a few prefer to comb through statistics.
In other words, they're all different. But just for fun, let's stereotype them as smart, successful, and full of unshakeable opinions. Although they have described one another's work as "wrong," "unempirical," and "wildly mistaken," these experts have something in common: They are products of their time. In an era when the wants of young consumers have become a fixation for colleges and businesses alike, these unlikely entrepreneurs have fed a world with a bottomless craving for labels.
For as long as human hair has turned gray, elders have looked at their successors and frowned. "Children nowadays are tyrants," goes an old quotation widely attributed to Socrates. "They contradict their parents, chatter before company, gobble their food, and tyrannize their teachers." In 1855 a professor at Davidson College described college students as "indulged, petted, and uncontrolled at home … with an undisciplined mind, and an uncultivated heart, yet with exalted ideas of personal dignity, and a scowling contempt for lawful authority." Albert Einstein opined that while classrooms are many, "the number of young people who genuinely thirst after truth and justice is small."
Criticizing the young is inevitable, but so, too, is change. In 2000, Neil Howe and William Strauss published Millennials Rising: The Next Great Generation, which cast turn-of-the-century teenagers as rule followers who were engaged, optimistic, and downright pleasant. The authors assigned them seven "core traits": special, sheltered, confident, team-oriented, conventional, pressured, and achieving. These conclusions were based on a hodgepodge of anecdotes, statistics, and pop-culture references, as well as on surveys of teachers and about 600 high-school seniors in Fairfax County, Va., which in 2007 became the first county in the nation to have a median household income of more than $100,000, about twice the national average.
The authors made a sweeping prediction. "This generation is going to rebel by behaving not worse, but better," they wrote of Millennials, a term they had coined. "Their life mission will not be to tear down old institutions that don't work, but to build up new ones that do." Such thinking promised to give educators, not to mention tens of millions of parents, a warm feeling. Who wouldn't want to hear that their kids are special?
Mr. Howe and Mr. Strauss were unlikely messengers of this "good-news revolution." After all, they were not social scientists; they were Washington wonks. At the time, Mr. Howe was an economic-policy consultant and an adviser to the Concord Coalition, a nonpartisan group that supports deficit reduction and Social Security. Mr. Strauss, who had worked in President Ford's White House and as a staffer in the U.S. Senate, was the director of the Capitol Steps, a satirical singing group. The two shared political views, Ivy League degrees, and a love of history.
The latter had inspired them to write their first book, Generations: The History of America's Future, 1584 to 2069. Although Millennials Rising would fill the bookshelves of college presidents, deans, and professors, Generations laid the foundation for the authors' writings on students. Published in 1991, the elaborate chronicle contained a bold, almost mystical theory: that the nation's entire history had revolved in a predictable cycle of spiritual awakenings and secular crises. In turn, each generation fit one of four distinct archetypes (prophet, nomad, hero, and artist), which have repeated continuously in the same sequence. As surely as autumn follows summer, the Millennials would become the next "hero" generation, destined for coming-of-age triumphs, intent on taking action and building community, just like the "G.I. Generation" decades before.
This retelling of history impressed many reviewers, as well as some influential people. Former Vice President Al Gore—who graduated from Harvard University with Mr. Strauss—called Generations the most stimulating book on American history he'd ever read. He even sent a copy to each member of Congress. Yet Publishers Weekly called the book "as woolly as a newspaper horoscope." And in academe, scholars chuckled. Nothing like this had ever been written with a straight face.
Arthur E. Levine, a former president of the Teachers College of Columbia University and co-author of When Hope and Fear Collide: A Portrait of Today's College Student, remains unimpressed. "Generational images are stereotypes," says Mr. Levine, now president of the Woodrow Wilson Foundation. "There are some differences that stand out, but there are more similarities between students of the past and the present. But if you wrote a book saying that, how interesting would that book be?"
Generations established its creators as pioneers in a burgeoning field. They soon became media darlings, best-selling authors, and busy speakers. Generations would popularize the idea that people in a particular age group share distinct personae and values by virtue of occupying the same "place" in time as they grow up. In turn, this would affirm the notion that Millennials were a riddle waiting to be solved.
These days people all over the world seek Mr. Howe's advice about Millennials. Mellow and soft-spoken, he listens for rhythms in history. Meandering through a conversation, he can relate the generational significance of the RMS Lusitania to that of F. Scott Fitzgerald, Animal House's Bluto Blutarsky, and Louisiana's Bobby Jindal, the first U.S. governor of Indian descent—all in five minutes. Close your eyes, and Mr. Howe, 57, might be a philosophical ex-hippie, riffing on how the universe fits together.
In fact, he's a well-connected consultant who runs a bustling business, LifeCourse Associates, from the ground floor of his spacious home in Great Falls, Va., just outside Washington. Mr. Strauss died of cancer in 2007, and Mr. Howe now works side by side with three employees, the oldest of whom is 28. Soon the company plans to publish Millennials in the Workplace, which follows several other books, such as Millennials Go to College, Millennials & K-12 Schools, and Millennials and the Pop Culture.
On a recent Monday afternoon, Mr. Howe's telephone is ringing. Evidence of several half-finished projects covers his desk. Soon he must submit a draft of an article about changing moods throughout American history, which the Harvard Business Review plans to publish. He must prepare for several trips, including a visit to the United Nations, where he will discuss "global aging and demographic security." On his computer screen are rainbows of charts, on crime, drinking habits, and pregnancy rates among young people.
A deliveryman arrives with packages. "The market is so vast," Mr. Howe says. "There are so many projects that I don't have time to do." As if to prove this, he tells his colleagues that he's thinking of canceling a contract with a client—a state chapter of the National Guard—that's haggling over some small details. "They're all bureaucrats!" he says.
Each year Mr. Howe gives about 60 speeches, often followed by customized workshops. He speaks at colleges, elementary schools, and corporations, and he charges between $5,000 and $14,000, plus travel expenses. He has consulted with various colleges, including Arizona State University, Dartmouth College, Georgetown University, and the University of Texas. His recommendations have influenced the mailings admissions offices send, the extracurricular activities colleges offer, the way professors teach, and even the food students eat. LifeCourse Associates has a partnership with Chartwells, a food-service company that has redefined campus cafeterias and menus at many colleges (think small-group seating and made-to-order meals).
Mr. Howe has also consulted with some of the globe's biggest companies, including Nike, Hewlett-Packard, and Kraft Nabisco. Recently an investment firm in Prague hired him to do a demographic forecast. Soon the U.S. Army's lucrative advertising contract will go up for grabs, and Mr. Howe is advising an agency that will compete for it.
A while back, the Ford Motor Company hired him to answer a question: What kind of car would Millennials want to buy? He advised the company to consider the power of "hero myths"—Hercules, Superman, and the boys of Iwo Jima—in its marketing. "Millennials want to do big things," he wrote in a report for Ford. "Even when driving back and forth to community college in a Focus … their future will be anything but mundane."
Those are the grand terms in which Mr. Howe thinks, even when he's just sitting here, shooting the breeze, with his brown walking shoes propped on a desk. When this thirtysomething reporter makes an offhand observation, he remarks, "That's such an Xer thing to say." He means Generation X, whose members hail from 1961 to 1981, according to his timeline. Because they tend to be skeptical, hardened pragmatists, he says, they have trouble seeing what's so great about todays's kids. For emphasis, he pauses, then says of Millennials, "They are so special."
And who is Mr. Howe? "A typical boomer," he says. There is such a thing, he insists. That historical events shape people of a given generation in specific ways is a pillar of his philosophy. The Vietnam War was one event that shaped him. As a student at the University of California at San Diego, he watched a national debate boil. In 1970, when he was a freshman, a fellow student named George Winne Jr. set himself ablaze on the campus while protesting the war and died the next day. Mr. Howe later transferred to Berkeley, where tie-dyed curtains hung in fraternity windows and students bagged classes to hold teach-ins. Everywhere, he saw a cultural rift between young and old. "There was a hysteria in the air," he says. "A sense that we were headed for the apocalypse."
A similar feeling swept the nation in September 2001, just as the first Millennials were settling into college campuses. The day after the terrorist attacks on New York and the Pentagon, Mr. Howe appeared on CNN to discuss historical cycles, a subject he and Mr. Strauss had described in a 1997 book called The Fourth Turning, which described four repeating "saecula," or seasons, of history—awakenings, unravelings, crises, and highs. Did the smoldering twin towers portend a crisis era? The day after the interview, The Fourth Turning appeared in Amazon's top 20.
Weeks later, Mr. Howe and Mr. Strauss flew to San Antonio to give a keynote speech at the National Association for College Admission Counseling's annual conference. Attendees stood and sang "God Bless America." In the convention center, as on college campuses and town squares, people perceived that a line had just been drawn in the sand of history. Soon Newsweek published a cover story called "Generation 9-11," which described the unprecedented attacks as a "defining moment" for high-school and college students.
The aftermath made many people more receptive to the message of Millennials Rising, Mr. Howe believes. "Whenever there's a change in social mood," he says, "it makes thinking about generations clearer."
As cheery as a bouquet of roses, the good news about Millennials intrigued many people who recruit, serve, and teach college students. Administrators and professors had long stereotyped the students walking through the campus gates, but as the 21st century began, higher education was evolving in ways that made the time ripe for a new and tidy explanation of contemporary undergraduates.
For one, colleges turned to marketing as never before. Among selective colleges, the decade brought intense competition for applicants. Even among less-selective institutions, recruitment meant expanding into new territories and reaching out to more-diverse students. Early-acceptance programs ballooned. Parents morphed into co-purchasers. Deans embraced holistic evaluations, attempting to peer deeper into hearts and noggins. Sophisticated statistical models predicted who would enroll—and at what price.
Meanwhile, technology changed the application process. The Web was the Wild West of the enrollment profession, and with it came "stealth applicants" and much uncertainty. Many admissions officials found themselves under pressure to meet ambitious enrollment goals while protecting the bottom line. Understanding the whys of students' attitudes and behaviors was more crucial than ever.
Amid this complexity, the Millennials message was not only comforting but empowering. "It tickled our ears," says Palmer H. Muntz, director of admissions and an enrollment-management consultant at Lincoln Christian University, in Illinois. "It packaged today's youth in a way that we really wanted to see them. It gave us a formula for understanding them."
Over time, however, Mr. Muntz started to doubt the formula. Each year he visited many rural and urban high schools. He did not meet many students who had sweated their grades or taken standardized tests multiple times. Millennials Go to College, published in 2003, described an "intense new emphasis on preparation and planning" among students who were competing in a college-application "arms race," who thought about their futures in "five- or 10-year time horizons," and who perceived the high achievements of their peers as "a constant source of personal pressure."
Yet Mr. Muntz met few students who seemed to have these "pressured" and "achieving" traits. Generally, he saw what he had always seen—sharp kids, average kids, and kids with weaknesses, all with hopes and worries, floating day to day through teenage life. He wondered if the sample of students in Millennials Rising had corrupted the findings. After all, most students do not apply to top-20 colleges.
And so Mr. Muntz confronted a fact: To accept generational thinking, one must find a way to swallow two large assumptions. That tens of millions of people, born over about 20 years, are fundamentally different from people of other age groups—and that those tens of millions of people are similar to each other in meaningful ways. This idea is the underpinning of Mr. Howe's conclusion that each generation turns a historical corner, breaking sharply with the previous generation's traits and values.
Several researchers have blasted this theory of "nonlinear" social change. Some cite data from the Cooperative Institutional Research Program at the University of California at Los Angeles, which has conducted an annual survey of college freshmen since 1966. The survey, which provides a longitudinal view of trends, suggests that many changes among students happen gradually, not abruptly.
Moreover, the survey complicates the Millennials theory in numerous ways. According a recent report by the program, "American Freshmen: Forty Year Trends," today's students are not significantly busier, more confident, or more positive than they were in recent decades. Though more say they want to contribute to society, more also cite "being well off financially" as a goal. They are only slightly less likely to say they want to go to college to get a job, make money, or go to graduate school. They are not any more or less cooperative or competitive, nor do they seem more interested in developing a meaningful philosophy of life
Not long ago, Mr. Muntz attended a presentation about those findings. He has since decided to stop thinking in generational terms. "You can't just take one stamp and put it on this generation," says Mr. Muntz. "But it sure was nice when I thought I could."
In other corners of academe, many people have wrestled with similar thoughts. Among those who serve students, Millennials theories seemed to offer crucial clues during a time when the profession was changing rapidly. Over the last decade, the umbrella of student affairs widened to cover a vast array of programs and services. More and more staff members became co-educators and crisis managers. "Student engagement" turned into a full-time mission amid growing concerns about retention. Mental-health services multiplied. Colleges built walls for students to climb and heated pools for them to swim. They opened parent offices, started parent orientations, and published parent newsletters.
Studying students went hand in hand with the growing interest in measurements of "learning outcomes" outside the classroom. "We really had to know what our students were thinking, feeling, and learning in everything we were doing," says Richard H. Mullendore, a former vice president for student affairs at the University of Georgia. He credits Mr. Howe and Mr. Strauss for several keen observations about Millennials, especially their tendency to enjoy close relationships with their parents. But he reached a conclusion similar to Mr. Muntz's. He need look no farther than the town of Athens, one of the poorest in the state, where high schools have much lower graduation rates than most of those that send students to Georgia. "A large number of young people have been totally overlooked in this literature," Mr. Mullendore says. "Their battles have not been similar to anything those other students have faced."
Some student-affairs professionals struggled to square Millennials Rising with what they saw on their campuses each day. A decade ago, Gwendolyn Jordan Dungy, executive director of Naspa-Student Affairs Administrators in Higher Education, recognized the inherent appeal of the Millennials framework. "People in student affairs have this philosophy of believing in the basic goodness of young people," she says. Yet she believes that the book is longer on generalizations than on truth. After all, a competing narrative about students had developed. In it, more of them were anxious and depressed, and more were as self-centered and demanding as diners in a crowded restaurant. "We heard that this was the next great generation," Ms. Dungy says, "but many people just weren't seeing them that way."
Jeannine C. Lalonde was skeptical from the start. She read Millennials Rising when she was an assistant hall director at Boston College. "To be frank, I just laughed," says Ms. Lalonde, now senior assistant dean of admissions at the University of Virginia. "It was really singular in its approach." As a residence-life staffer, she believed her job was not only to support students, but also to challenge them. Yet some students, who seemed to see themselves as customers, did not want those challenges—they wanted problems solved for them. "I was seeing many of these positive things, but I was also confused by all the entitlement I was seeing," Ms. Lalonde says. "Where was that in the book?"
Jean M. Twenge asked the same question when she read Millennials Rising. After all, she had spent years in library stacks, studying generational differences. While working toward a Ph.D. in personality psychology at the University of Michigan at Ann Arbor, she discovered questionnaires that academic psychologists had designed to measure personality traits and attitudes. The questionnaires had been used widely since the 1950s, and most had been completed by college students and schoolchildren. That allowed her to compare changes in young people over time.
Like Mr. Howe and Mr. Strauss, Ms. Twenge concluded that when people were born shapes them more than (or at least as much as) where they were born or who their parents were. Yet she did not buy the idea that changes in students came suddenly. "Changes are linear; they happen over time," she says.
In Millennials Rising, Ms. Twenge did not find sufficient evidence to compare this generation with previous ones. Moreover, her findings did not come with a big smiley face. In 2006, Ms. Twenge described her research in her first book, Generation Me: Why Today's Young Americans Are More Confident, Assertive, Entitled—and More Miserable Than Ever Before. "I see no evidence that today's young people feel much attachment to duty or to group cohesion." Ms. Twenge wrote. "Young people have been consistently taught to put their own needs first and to focus on feeling good about themselves."
Ms. Twenge defined Generation Me as anyone born in the 1970s through the 1990s. Born in 1971, the author thus included herself in this generation. Many children of this era, she wrote, had been raised in a culture of constant praise, in which everyone got trophies and parents filled their children's ears with assurances that they were unique, talented, and special. Call it too much of a good thing. Among other outcomes, she found, the "self-esteem movement" had led to a rise in narcissism. She had analyzed some 15,000 students' responses to a questionnaire called the Narcissistic Personality Inventory between 1987 and 2006. The inventory contained statements like, "I think I am a special person," "I can live my life any way I want to," and "If I ruled the world, it would be a better place." Over time, the percentage who scored high had risen substantially.
Mr. Howe and Mr. Strauss had labeled Millennials as "special," which they described as a positive trait, a feeling of self-worth instilled by doting parents. Generation Me cast this same feeling in a darker light.
Ms. Twenge even suggested that the rise in volunteering Mr. Howe and Mr. Strauss had described might not indicate an increase in altruism. After all, students knew that doing community service helped them fulfill requirements for the National Honor Society and perhaps get into college. Over time, Ms. Twenge's research created a buzz in higher education, even prompting mention on Late Night With Conan O'Brien. Before long, Mr. Howe and Mr. Strauss pounced on her findings, questioning her research and her motivations. In an opinion piece published in The Christian Science Monitor, they wrote, "No message … could be so perverse and contrary to fact as the accusation of selfishness."
Mr. Howe has described Ms. Twenge as having a "Manichaean" view of the world. He has accused her of mistaking self-confidence for narcissism. "You can tell young people that they're not special and see if that works," he says. Colleges and companies alike, he believes, can "leverage" this feeling of specialness among young people and turn it into good things.
Ms. Twenge has stopped short of calling students selfish, but her message has prompted many questions. For one, who is this woman who upset the Millennials' apple cart?
As it turns out, Ms. Twenge is an engaging teacher who draws bell curves on napkins and has no time for nonsense. An associate professor of psychology at San Diego State University, she insists that she likes her students, at least most of them. The ones who ask if they can take final exams early so they can go to Las Vegas, or who grub for grades and demand extra credit? Not so much.
Ms. Twenge's research has given her insights into her personal life. About 10 years ago, she went over the narcissism inventory with a man she was dating. He scored in the 99th percentile, which, she says, confirmed problems in their relationship. After their breakup, she vowed not to end up with the same kind of person. So on her fourth date with another man, she asked him to complete the same questionnaire. He scored low, and they eventually married. She calls the inventory "the boyfriend test" and has given copies to students who want to find out if they're dating a narcissist.
On a Tuesday in August, Ms. Twenge is teaching a course on personality. She arrives a few minutes late because she had to do a radio interview about public perceptions of generations. Today's the last class before the final exam, and students have many questions. One asks if she can get extra points because she listened to Ms. Twenge's interview on the way to class. The answer is no.
While reviewing the semester's lessons, Ms. Twenge walks over to tug on a student's sleeve to demonstrate what a clingy, anxious person might be like in relationship. Later she introduces some of her research on narcissism. She shows a slide of Whitney Houston from way back and asks if any students remember the singer's 1986 hit "Greatest Love of All." The sight of Ms. Houston's hairdo draws laughter, but Ms. Twenge is serious about one of the song's lyrics—"learning to love yourself is the greatest love of all." In the 1950s, she explains, this very idea would have been beyond weird, but these days, it's normal—and unhealthy. She draws a distinction between self-confidence and narcissism, the latter being associated with a lack of empathy and with aggression after insults.
Ms. Twenge then shows her students a list of statements, such as "Be yourself," "You are special," and "You can be anything you want to be." Then she asks a question: "These phrases are individualistic, but are they good advice?"
"No!" several students say.
"Good," Ms. Twenge replies with a grin. "I've taught you well."
"Are you just being defensively pessimistic?" one student asks.
"Maybe," Ms. Twenge replies.
"Defensive pessimism" is a psychological strategy in which one considers worst-case scenarios and braces for the worst, to avoid disappointment. It's fair description of her, not to mention of her book, says Ms. Twenge, who describes Generation Me as a warning about young people, not an indictment of them. "These kids didn't raise themselves," she says. Ms. Twenge tries to practice what she preaches. She does not ask her young daughter, Kate, too many open-ended questions, like "What would you like for dinner?" She does not tell her that she's special, nor does she buy her clothes that say things like "Little Princess."
Ms. Twenge does, however, take her along on speaking trips. This year she has given about 15 presentations, for which she charges between $1,000 and $5,000. Recently she has spoken at PepsiCo, McGraw-Hill, and the Florida Association of Blood Banks, where she encouraged attendees to appeal to young peoples' sense that they can make a personal difference by donating their blood—"Make it about them." During her presentations, she asks her audience to sing along to a song that's become popular in preschools. It's a song she dislikes. Sung to the tune of "Frère Jacques," it goes, "I am special, I am special, look at me, look at me. …"
Teenagers who grow up with this chorus in their heads have a venue for self-absorption that their parents never imagined. It's called the Internet. Ms. Twenge argues that Facebook and other social media have fed a bonfire of vanity among young people. On the other side of the country, a scholar named Mark Bauerlein has reached a similar conclusion.
Mr. Bauerlein, an English professor at Emory University, in Atlanta, is the author of The Dumbest Generation: How the Digital Age Stupefies Young Americans and Jeopardizes Our Future. The sub-subtitle turns an old generational rallying cry on its head: "Don't trust anyone under 30."
Mr. Bauerlein (who writes for The Chronicle Review's Brainstorm blog) concerns himself with only one generational trait, what he calls the "intellectual condition." Today's students, though blessed with limitless high-tech wonders, have squandered these tools, using computers mostly for their amusement—chatting, networking, and posting online updates about themselves, Mr. Bauerlein argues. Teenagers, he writes, "are drowning in their own ignorance and aliteracy." To tout the technological skills of today's students, he continues, "feeds the generational consciousness that keeps kids from growing up."
Mr. Bauerlein, 50, directed the survey reported in "Reading at Risk: A Survey of Literary Reading in America," published by the National Endowment for the Arts in 2004. It found a sharp decline in reading among all age groups between 1982 and 2002, and the largest drop was among people between 18 and 24. In The Dumbest Generation, he cited numerous other studies that affirmed that today's students were reading less and absorbing fewer facts than their predecessors had. His own experiences in the classroom also informed his conclusions. He describes most of his students as highly professional; he encounters fewer and fewer who seem interested in culture, in wrestling with ideas. "Many of them have a mercenary attitude about the university, and they regard humanities as an interruption," he says. In this, he foresees cultural doom.
Not long ago, Mr. Bauerlein faced off against Mr. Howe in Washington during a debate sponsored by the American Enterprise Institute. He thinks Mr. Howe has many good insights, but he sees limits to them. "There's an investment in being enthusiastic—maybe too strong an investment in that," Mr. Bauerlein says.
Like Ms. Twenge, Mr. Bauerlein describes his book as a labor of love, not scorn. "It's a provocation with a generous aim," he says. "In the raising and rearing of young people, a critical voice is essential. They have to hear someone knock them down, and if they fight back, that's good. It's part of the health of a culture from generation to generation." Several technophiles in academe have cast Mr. Bauerlein as a Luddite who clings to a single (and dated) definition of literacy. He invites them to his classes. "They've never sat across from a freshman who comes in and says, 'I don't want to read any novel.' It's a lot easier to be sanguine about students if you've never encountered that."
The professor acknowledges that the book's title is incendiary. As his agent assured him, bold proclamations help get authors on the radar, though his conclusions are more nuanced than the cover might suggest. Still, when he told his wife that he planned to dedicate the book to her, she said no thanks. She knew that a book that called roughly 100 million people dumb would make him a public enemy. Sure enough, since the book came out last year, Mr. Bauerlein has received scores of angry e-mail messages, many of them from teenagers. Recently, a 13-year-old wrote that he was "great, big hypocrite." Another began: "Dear sir, you are an ass."
A curious thing has happened, though. Mr. Bauerlein, who says that he has responded to each message he has received, has become engaged in several positive, continuing dialogues with some of the parents and students who wrote to him. It's a testament to the possibilities of the very technology he has questioned.
As the Millennial decade rolled on, Mr. Bauerlein and other professors encountered waves of teenagers who had grown up using search engines and instant messaging, and they wondered how those experiences might affect the way students learned. Many students were indeed behaving more like fussy consumers. It was not clear how far their demands would go for personalization, satisfaction, and instant gratification. This uncertainty led to a larger question about supposed generational traits. Were educators to see them as something to indulge—or to cure?
Many instructors who weighed this question with regard to technology have tried to meet students where they are, by incorporating Facebook, Twitter, and all kinds of multimedia platforms into their teaching. Siva Vaidhyanathan has no problem with such innovation per se, but he questions the notion that regardless of what they are teaching, instructors must do all they can to please Millennials by embracing technological portals like some kind of magical device. "There's this expectation that your No. 1 job is to pander to this exotic alien consumer," says Mr. Vaidhyanathan, an associate professor of media studies at the University of Virginia. "At that point, you cease being a teacher and you are simply selling yourself to an audience that might not be interested in buying."
Mr. Vaidhyanathan has read Millennials Rising. He says Mr. Howe and Mr. Strauss might as well have written a book on how to reach out to Geminis. "If you work in higher education, the first thing you should do is throw out all their books," says Mr. Vaidhyanathan. "Generational thinking is just a benign form of bigotry, in which you flatten out diversity. This is debilitating to the job of trying to work with young people."
Over the last decade, commentators have tended to slap the Millennial label on white, affluent teenagers who accomplish great things as they grow up in the suburbs, who confront anxiety when applying to super-selective colleges, and who multitask with ease as their helicopter parents hover reassuringly above them. The label tends not to appear in renderings of teenagers who happen to be minorities, or poor, or who have never won a spelling bee. Nor does the term often refer to students from big cities and small towns that are nothing like Fairfax County, Va. Or who lack technological know-how. Or who struggle to complete high school. Or who never even consider college. Or who commit crimes. Or who suffer from too little parental support. Or who drop out of college. Aren't they Millennials, too?
Many pieces of the Millennial puzzle are missing, says Fred A. Bonner II. He's one of several researchers who have examined the experiences of nonwhite students in hopes of broadening the understanding of the generation.
Mr. Bonner, an associate professor in the department of educational administration and human resources at Texas A&M University, has described how the prevailing generational descriptions focus narrowly on the experiences of majority populations. He believes the Howe/Strauss model is useful, but limited. "Many other kinds of students have not come from backgrounds where they felt safe, sheltered, and secure, or from schools that recognized their gifts and talents," says Mr. Bonner, who is 40.
During class discussions, he has listened to black and Hispanic students describe how some or all of the so-called seven core traits did not apply to them. They often say the "special" trait, in particular, is unrecognizable. "It's not that many diverse parents don't want to treat their kids as special," he says, "but they often don't have the social and cultural capital, the time and resources, to do that."
Mr. Bonner is a co-editor of a forthcoming book, tentatively titled Diverse Millennials in College, which Stylus Publishing plans to publish in 2010. In recent years, Mr. Bonner has also done some generational consulting of his own. So far that work has been limited to speaking engagements at two- and four-year colleges. Generally his audiences understand that the experiences of a black Millennial from, say, Houston may differ greatly from the experiences of a white student from the Houston suburbs. After all, people who work in higher education see plenty of reminders that the when of a student's birth is but one factor in that student's development. Where a student is born, who a student's parents are, and how much money they have—all these things influence that student's educational opportunities, scores on standardized tests, and expectations of college.
"Some folks are using this as a template and a cookbook," Mr. Bonner says of Millennials descriptions. "It makes it very difficult to see and understand variations because people who don't fit the recipe may be viewed as outliers. That anesthetizes nuances."
At the same time, generalizations are often as necessary as lifeboats; they allow people to navigate a sea of complexity. This is the very reason that many people in higher education have found Mr. Howe so useful.
The list of those who swear by his work is long. One is Lisa A. Rossbacher, president of Southern Polytechnic State University, in Georgia. After hearing Mr. Howe at a conference a year ago, she invited him to come talk to faculty and staff members on her campus recently. The university has made many changes that incorporate his insights into Millennials. To acknowledge their comfort with technology, it offers more hybrid courses that combine classroom and online learning. To satisfy their wish for more feedback, it encourages instructors to assign more group work and more short, graded assignments. To involve their parents, it provides them with cellphone numbers for the vice presidents for students affairs and for enrollment.
Those are all changes that the university probably would have made anyway, Ms. Rossbacher suspects, only without knowing exactly why. "We can see the trends, but Neil gives us the context to help us understand why we're seeing the things we are seeing," she says. "He speaks as an outside authority, as a prophet not in his own land."
Among other things, Mr. Howe is a gifted storyteller. He describes generational membership as an underappreciated part of people's stories, but concedes that it's just one part. So perhaps his conclusions about the generations are best thought of as medieval maps, with their rough approximations of a land's boundaries and rivers. They suggest a general features, though they do not give you all the specifics you would need to get somewhere. Like inside a particular student's head.
These days Mr. Howe's talking about the next birth cohort, born 2005-25, which he calls the "Homeland Generation." According to his framework, those Americans will fit an "artist" archetype. "Such generations tend to be remembered for their quiet years of rising adulthood," he has written, "and their midlife years of flexible, consensus-building leadership." One day Mr. Howe hopes to start a nonprofit group devoted to the study of generational differences. After all, historians may never fully embrace it.
"Academia gives this no home despite the fact that managers of for-profits and nonprofits find it so valuable," Mr. Howe says. "Why is it that I constantly get calls? This is a demand-driven business."
It's a business that begets business. In the Millennials industry, plenty of people owe their success—not to mention their talking points—to Mr. Howe. If you're a career counselor on a college campus, odds are good that many of your students go on to work for companies that have paid experts to come and explain how to make young workers happy and retain them. Perhaps the expert was Mary Crane, who was once a lobbyist, then an assistant chef at the White House, before becoming a full-time generational consultant for Fortune 500 companies and law firms. Recently she was featured on a 60 Minutes segment about Millennials. Or perhaps it was Eric Greenberg, a philanthropist who found the time to write a book called Generation We: How Millennial Youth Are Taking Over America and Changing Our World Forever in between running Beautifull Inc., a health-food company, and endowing genetics laboratories.
Lynne Lancaster, a management consultant and "cultural translator," is a co-founder and partner of BridgeWorks LLC, which offers companies advice on bridging generational divides among employees. So does Kanna Hudson, 26, a former academic counselor who works for a consulting company called Futurist.com. Another consultant, Scott Degraffenreid, a former forensic accountant, wrote Understanding the Millennial Mind: A Menace or Amazing? and patented the term "crash-test geniuses" to refer to young people's willingness to "reboot" and learn from failures, even if it means walking away from their jobs. Eric Chester, a former teacher, runs a consulting business called Generation Why; his Web site describes young people as "weird-looking and impossible to understand."
Such descriptions are reminders that most renderings of Millennials are done by older people, looking through the windows of their own experiences. So in any discussion of generations, it's only fair to give a Millennial the last word. This is tricky exercise, however. After all, it's easy to find one who agrees—or disagrees—with the idea that students are team-oriented, or narcissistic, or anything. And many have given generational labels no more consideration than the ingredients of their breakfast cereal.
Susanna Wolff, however, has thought a lot about the differences between younger and older people, at least in terms of their mastery of technology, a theme she mines for laughs. Ms. Wolff, a senior at Columbia University, compiles a weekly feature called "Parents Just Don't Understand," for collegehumor.com, a popular Web site. Submissions come from all over the country, about mothers who don't understand how e-mail works and fathers who ask about joining "MyFace."
Besides technology, however, Ms. Wolff believes that people her age have few common experiences to bind them together the way Millennial theories describe. When she hears the term "Millennial," she thinks of marketing executives huddled around tables, looking at pie charts and figuring out how to sell stuff. "When every commercial is marketed to you," she says, "it feeds the idea that everything revolves around you."
Ms. Wolff sees many things that complicate generational generalizations. Take her own family. Although she's close to her parents, they call her more than she calls them. In fact, she talks most often to her grandmother—who recently sought her advice on starting a blog.
Although she is wary of the many predictions about her generation, Ms. Wolff, 21, offers a guess about what people her age will be like in, say, 20 years. "We'll be really good at the technology we're familiar with and really bad about learning anything new," she says. "And we'll complain about the young people."


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The wide premiere of the Phenomenal Music Film is live now! Watch below
The wide premiere of the Phenomenal Music Film is live now! Watch below
Relapse featured in the last set of Marvel's Hip-Hop Variants series.
"The latest sampling of Marvel's Hip-Hop variants include nods to lyrical innovators, musical game-changers and one of rap's biggest stars," says Marvel Editor In Chief, Axel Alonso. "And who better to do these classic album covers justice than Ed Piskor, Keron Grant and the legendary Bill Sienkiewicz?"
To benefit Detroit's own Downtown Youth Boxing Gym, the Marshall Mathers Foundation in partnership with Shady Records, Title and Southpaw are taking donations from fans, who will have the chance to win special prizes from their limited edition collaboration. DONATE HERE.


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PLANS to position four advertising boards on a busy roundabout have been met with concern.
The pole-mounted signs would be placed on Powick island, near Worcester, with one facing each entering road under plans submitted by Malvern Hills District Council's head of policy and governance John Williams.
However, Powick Parish Council has raised concerns about the possible impact the 100cm by 50cm notices could have on passing motorists.
The council's chairman Andy Lamb feels there are already enough advertising signs on or around the island, including cars and vans featuring their own notices, and the proposal goes against their work to de-clutter the area.
Cllr Lamb added: "We have spent quite some time and effort trying to reduce the signage that can distract people around that roundabout."
He also indicated the advertising income would go to the district council even though the signs would sit within their parish.
Worcestershire County Council's network control manager, Sally Everest, said: "This permission does not authorise the applicant to carry out works within the publicly maintained highway since such works can only be carried out by the county council's approved contractor following the issue of a license under Section 184 and 278 of the Highways Act, 1980.
She added the district council needed to contact her with regard to the issue of the necessary license authorising the access works to be carried out.
The district council's Northern Area Development Management Committee has deferred its decision on the application to allow the parish council to submit any comments.
It will be raised again at their next meeting on Wednesday, March 5 at the council chamber, Avenue Road, Malvern.


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GOODLETTSVILLE, Tenn. - Dollar General announced that in addition to opening 625 new stores in fiscal 2011, it intends to create 6,000 new jobs.
"Bringing our store model of convenience and value to more people in more states is an exciting opportunity for us," said Rick Dreiling, Dollar General's chairman and CEO. "We believe the new communities and states we are entering will benefit from the new jobs, shopping choices and dedication to community found at Dollar General."


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Two arrested on assault charges
June 28, 2013
UPDATE (July 2): The names of the arrestees have been corrected from the original story.
Police arrested two men Friday on suspicion of assault with a deadly weapon in connection with the alleged beating of two victims.
One of the victims, a 22-year-old, was taken by CALSTAR to Renown Hospital in Reno, where he remained in serious condition Friday afternoon. The other man who was allegedly beaten, a 21-year-old, declined medical treatment, South Lake Tahoe Police Department Lt. Brian Williams said.
South Lake Tahoe residents Manuel A. Herrera, 19, and Valente Uribe, 18, were booked into El Dorado County Jail early Friday morning, according to Detective Doug Sentell. Bail for each man was set at $25,000 for the assault with a deadly weapon charges.
The incident followed a party at a South Lake Tahoe home Thursday night, Williams said. Police responded to a noise complaint at 11:30 p.m. and the party soon broke up, he said.
The two victims were walking home a half hour later near 12th Street and James Avenue when a car stopped near them, some occupants got out and began attacking the victims with their fists, Williams said.
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"One victim believes he lost consciousness, but was later able to run away and call 911 to get the police," he said.
Meanwhile, others from the car beat up the man's friend and left him unconscious in the street, according to Williams. That victim had not regained consciousness as of early Friday afternoon.
Police located the suspects' vehicle at a residence based on a description by one of the victims, Williams said. The El Dorado County Sheriff's Office helped locate the suspects, he said.
Herrera was also booked on a charge of battery with serious bodily injury, with bail of $40,000; and conspiracy to commit a crime, with bail set at $10,000, according to jail records.
Williams said more arrests may be made.
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Hope they catch the culprits.
Although lets hope they dont go around wrongly accusing people on twitter though
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BENTONVILLE, Ark. Sam's Club announced that since launching its 2009 Small Business Savings Drive earlier this month, it has helped nearly 30,000 small businesses identify $55,654,494 in savings potential.
Year to date, more than 60,000 small businesses have taken advantage of the free cost comparison service, resulting in $126 million in savings, Sam's Club reported.
"In visiting small businesses, we have found many are hunkering down, cutting out unnecessary expenses and trying to manage their cash flow," shared Catherine Corley, Sam's VP small business. "With revenue falling, lowering their (small business) costs is really the only thing they can control right now."
Sam's Club associates have visited small businesses nationwide to perform cost-savings comparisons, and, according to the company, business owners are surprised to find unexpected ways to save on every-day items. For example, a real estate office in Tulsa, Oklahoma, was paying 5 cents apiece for 12-ounce foam coffee cups, Corley stated. Sam's price was 2 cents, helping the company save more than $13,000 a year. A restaurant in Prescott Village, Arizona, will save $2,475.66 a year buying 4.5-ounce chicken breast fillets from Sam's, she added.