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Hong Kong filmmakers shoot 'first' 3D porn film
Crusty_Demons replied to Hellraiser's topic in General Discussion
3D Games are the shit! I played left for dead 2 on PC in 2d and the next night I played it in 3D and it was incredible. The depth that you get in the games makes for some very intense experiences. Everything from the bodies piled up on the floor to the smoke coming off my gun is amazing. -
What a Legal Marijuana Economy Would Look Like
Crusty_Demons replied to inadub's topic in General Discussion
I think if it were me in Cali and it were legal I would prefer to have a couple of my own plants and throw my middle finger up to the government. That's pretty much just how I roll though. -
http://ps3.ign.com/articles/111/1110607p1.html Codemasters brings some brains to the battlefield. UK, August 5, 2010 War isn't much fun. That's something that may come as news to the millions that stalk Modern Warfare 2's maps until the early hours of each morning, their eyes bloodshot and their hearts racing at the pure thrill of it all. But it's a fact that was writ large throughout Operation Flashpoint: Dragon Rising, Codemasters' sim-heavy first-person shooter that launched a mere handful of months before Activision redefined the parameters of success for videogame blockbusters. Flying so close to what's now become one of the most successful games of all time was both a curse and a blessing; on the one hand Dragon Rising capitalised on the swelling thirst for contemporary battlefield experiences, but on the other it left those looking for thrill-a-minute gunplay a little perplexed at this strange and novel beast, a console-based shooter that didn't shy away from the cold brutality of real-life conflict. "Generally, the impression I get is that 90% of people that played the game loved it," says the energetic Sion Lenton, creative director on Codemasters' Operation Flashpoint games. "They thought it was something different but felt that it was really hard, that it was slightly obscure and difficult. 10% of people didn't think it was hard enough. Out of every million sales, the people that I want to get the game right for is that 90%." It's something that's evident as we're given a tour of sequel Operation: Red River – and whereas last time out the watchwords were authenticity and of a game that's "as close to war as you'd want to get," this time the talk is of Left 4 Dead and Nintendo's approach to game design. "We were just talking about trying to make the game more fun," admits Sion. Before the series' faithful that have been dodging enemy fire since its PC inception get too aggrieved, it's worth pointing out that Operation Flashpoint hasn't fundamentally changed. Red River is still more military sim than straight-up shooter, its authenticity still leagues ahead of the Bad Companies and Call of Duties of this world. But it's also been studying those games carefully, pinching features here and there to ensure that Operation Flashpoint: Red River is more in line with people's expectations of a modern first-person shooter. On the grandest scale there's the setting; as opposed to the oppressive and frequently dismal island backdrop of Dragon Rising, Red River relocates to Tajikstan, a Central Asian country that's uniquely diverse. Placed precariously between Afghanistan, Uzbekistan, Kyrgyzstan and China, Tajikstan has unsurprisingly had a history of struggle, a Soviet presence segueing into more Asian influences towards the east of the country. It's subsequently a perfect backdrop for Operation Flashpoint: Red River's own fictional conflict, which in keeping with Dragon Rising is between US forces and the People's Liberation Army of China. Tajikstan also supplies a dazzling variety of backdrops and the very first will be the most familiar. Operation Flashpoint: Red River's campaign will take players winding along the eponymous waterway, offering up some 200km of terrain on the journey from the east to the west, and it starts quite intentionally amidst the dust and heat that the recent blockbusters have claimed as their own. "We've made sure that earlier levels in the game look like earlier levels in the Call of Duties and Bad Companies so as not to alienate the player," admits Sion. It soon moves to fresher territory and over Red River's three acts it'll offer more variety than its predecessor ever did, taking in the heights of the local mountain ranges before venturing to locales that display the Russian, Afghan and Chinese influences that create Tajikstan's strange and unique flavour. What's also of note is the fact that there are three acts, as Red River wants to nail the human drama of conflict and bring its story to the fore. A show-reel strung together with clips from Generation Kill, Jarhead and The Hurt Locker makes explicit the influences and it's an admirable bunch for Codemasters' to draw inspiration from. While it quite obviously won't have their narrative and emotional complexity, it's already looking more engaging than the cold-faced Dragon Rising, with numerous details – whether that's more believably delivered marine chatter during the missions or military equipment that's now more tattered, worn and dusty – working together to create a more human environment. It's also to be much more welcoming. "There were definitely features and mechanics in Dragon Rising that pissed people off," admits Sion, and to that end Red River's being built with the user in mind. It's an approach evident in the tweaked radial menu, wherein doling out orders is no longer a case of trawling blind through a maze of often interminable options. One thing that'll be welcomed by the console shooter crowd is improved gun handling that's more fluid and thankfully more helpful in the heat of battle. For the dedicated core there's still the option to fight without a safety net, but in line with the blockbusters there's now assists available with three different flavours on offer. At long range there's now a sticky aim that slows the reticule as it passes over enemies, while at mid-range there's a snap-to-aim that'll be familiar to any Call of Duty veterans and finally get up close and personal and there's Red River's equivalent of the z-lock, keeping the players sights on the target as they strafe around. "A lot of this stuff isn't revolutionary," confesses Sion, "it's basic stuff." But it's these basics that will make Red River a much more accommodating game. It's all part of a philosophy whereby Operation Flashpoint is happy to admit that it's a videogame as well as a simulation, as told by an all-new experience system that's persistent throughout the game. It ties into a more clearly defined class system; there's now a rifleman, grenadier, scout and auto rifleman, and while they all carry an M4A1 they've also got their own weapons and their own attributes. Combat will cater for strategies that work each of the classes together thoughtfully, and thankfully partner AI won't be as dumb as it was last time out. One brief snippet of gameplay bears this out as a player convoy is ambushed, causing the other vehicles to stop and take up defensive positions while the damaged vehicle is prepared. If such smart behaviour extends elsewhere in Red River's there's the possibility for some wonderfully emergent scenarios. Such scenarios will come naturally in co-op – an aspect that was a clear highlight of Dragon Rising and something that's the backbone of Red River. Tellingly, Left 4 Dead is a constant reference point and a clear lunchtime favourite at the studio, and they've obviously been taking note. "The best thing about the game is something that we don't actually put in it," says Sion, "It's four friends working together, deciding on this strategy or that strategy. That's what it's all about." There are some elements of its more contentious contemporaries that it won't be aping, however. There's no competitive multiplayer, largely to keep the focus on the co-op but also to ensure that Red River doesn't enter the murky waters that some contemporary military games risk treading. "I find it quite unsettling with Medal of Honor. I'm not sure if I want to play as the Taliban shooting American soldiers" says Sion, before returning to a point made earlier in his presentation that the game must remain ethical. "Two British soldiers died [recently], and one of the girls that works here, her nephew was killed by an IED [improvised explosive device] a couple of months ago. I'm not going to go in there and spout about how great our game's going to be and that it's got great IED tech, it's not appropriate at all. That's a live conflict and you have to treat it with maximum respect." It's a line that Operation Flashpoint: Red River is treading with the utmost care, and it's a shooter that's more thoughtful – both in its approach and in its play – than many of its peers. Keep an eye out for more on the game in the run-up to its 2011 release.
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What a Legal Marijuana Economy Would Look Like
Crusty_Demons replied to inadub's topic in General Discussion
If things continue on the path they are going they may have no choice but to make it legal for the tax revenue alone. If things work and are profitable in Cali I think that will set the tone for the feds. Of course they could just cut taxes and spending and that would solve a lot of problems on it's own. It will be interesting to see how this year and the years to come play out. -
What a Legal Marijuana Economy Would Look Like
Crusty_Demons replied to inadub's topic in General Discussion
I think that depends on how much much the states and or feds will be willing to jack up the taxes. Cartels and home growers alike will probably do ok when the government decides to raise the prices on weed like they have cigarettes. There have been suits brought to court to try and get people to stop smoking tobacco in their own homes and tobacco is legal. So I don't think lifting the national ban would solve all the issues. I heard a story a short while back that a homeowners association wouldn't let a US military veteran have an American flag in his front window. So let's how peoples HOA's feel about pot smoking. I think you might be getting a little ahead of yourself there Lash truth be told no one has any clue on what all the rules will be. The only thing you can be sure off is there will be a lot of them. -
What a Legal Marijuana Economy Would Look Like
Crusty_Demons replied to inadub's topic in General Discussion
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What a Legal Marijuana Economy Would Look Like
Crusty_Demons replied to inadub's topic in General Discussion
That's cool so this way they can jack up the taxes on it like they do cigarettes but at least it will be legal. The interesting part will be how will employers look at it I assume they will still drug test. -
Report: Favre tells Vikes he's calling it quits
Crusty_Demons replied to o-BacklasH-o's topic in Sports
I'll believe it when he is dead. -
I agree Dub there could be an ethnic cleansing in the days to come
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Wow the voting is fierce in this round we are gonna need all the help we can get.
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Congrats on round 3 Let's do dis! lol 65
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Laurence Fishburne's daughter to star in sex tape
Crusty_Demons replied to o-BacklasH-o's topic in General Discussion
Ahh the Paris Hilton strategy.. It did work for her for a little while I guess. -
New staff addition - plus new forum moderator
Crusty_Demons replied to AC's topic in General Discussion
Thanks all and congrats to Lash as well. This is a great community and I look forward to serving it the best I can. -
We must have lost some momentum I think that's the only time we have been passed this round. Only one day left in round 2.
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By the way editing posts is still pretty tricky and frustrating.
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http://www.socom.com/en-us/Blog/Post?id=340 Posted by Jeremy Dunham, Senior Communiy Manager, Zipper Interactive Dear SOCOM faithful, Some of you may have heard through your favorite media outlets that SOCOM 4 is now a 2011 title, and we are writing this letter to you, our community, to confirm that SOCOM 4 is indeed scheduled for release in 2011. While we're certainly aware that you've been looking forward to playing SOCOM 4 this year, we don't want to take any shortcuts. Instead, we want to deliver the best and most immersive SOCOM game we possibly can and we're going to use our extra time to do just that. Over the coming months, you can expect further updates on our 2011 release, in addition to other gameplay and feature announcements on the official SOCOM 4 blog, which can be found at blog.socom.com. On behalf of everyone here at Zipper Interactive, we want to thank you for being patient and thank you for sticking with us -- it will be worth the wait. Sincerely, The SOCOM 4 Team
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http://ps3.ign.com/articles/110/1109221p1.html If you were already putting on your camouflaged pants and face paint to gear up for the release of the next SOCOM, pump the brakes, kid; SOCOM 4 has been delayed. Sony broke the news today with the following statement: "We can confirm that SOCOM 4 will be released in 2011. The team is focusing on additional features which will help to deliver the most compelling and immersive SOCOM experience yet. Please look out for further updates and announcements over the coming months." On the official SOCOM site, the following was posted: "While we're certainly aware that you've been looking forward to playing SOCOM 4 this year, we don't want to take any shortcuts. Instead, we want to deliver the best and most immersive SOCOM game we possibly can and we're going to use our extra time to do just that."
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Wow I have seen what hail damage does to cars it's not pretty.
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Medal of Honor Multiplayer Beta Extended
Crusty_Demons replied to shane's topic in Blog - Urgent Fury Unleashed
Think of BFBC2, MW2, MAG, and maybe a few others and you have Medal of Honor. It's very similar to BFBC2 since it's the same DEV but if you get 3 kills you get a mortar strike etc. It is on a smaller scale thank BFBC2 though. -
I think it's about time for a new video dub.
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I get run time error when I go to the site. I am being robbed of my vote I think it's class action time.
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When did porn become illegal? Shit I'm gonna be busy for a while got a lot of hdd cleaning to do.
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Round 2 Saweeet