21 Jump Street; A Review
Posted by Landerpurex on March 19th, 2012, 3:05 am. Category: Scribery Entry

9/10
I consider myself a comedy connoisseur. Whether it's the fine wine comedy of Monty Python, the outrageous antics of Will Ferrell in Step Brothers or Old School, or the recently over-the-top Wanderlust, and even further back to classics such as Caddyshack, National Lampoon, Animal House, and even further to the Stooges and Charlie Chaplin. I've seen it all. I have not, however, always enjoyed it all.
21 Jump Street was, simply put, a fantastic comedy. I wouldn't consider myself a huge Jonah Hill fan, but he does well in this movie. The star who really excels is Channing Tatum, however. As some other reviewers mention, seeing the actor exit his (boring, in my opinion) romantic role and enter into a comedic one is fantastic. His simple, yet sincere character is one we've seen time and again, but it's incredibly funny and somehow fresh in this film. Jonah Hill's character is similar to those in the past, the outcast bookworm, but again, it fits the movie.
The premise of the movie is that Tatum and Hill are newly graduated policemen, and aren't at all good at their job. After losing some perpetrators doing drugs in the park, they are reassigned to the run-down undercover unit at 21 Jump Street. Here, their captain (A hilarious Ice Cube) assigns them to pose as students to try and take down the supplier of a new hallucinogenic drug called HFS (Holy F'ing
). Simple enough premise. A large part of the comedy of this movie is currently edgy, and will hit home with our generation for years to come. Tatum and Hill return to school to find that studying, caring for the environment, and being tolerant is now 'cool'. This, of course, is openly satirizing the abrupt shift that is taking place with youth today, for good or ill and remains a very potent comedic strand throughout the movie. In a memorable scene, when the two first return to high school, they are bombarded by new cliques, such as asians dressed in cosplay and the now infamous hipsters. Again, it's humor that has a target audience and works incredibly well for us who are mired in these new cultural phenomena.
Interestingly enough, there are a few good action scenes to be had in this movie as well. It's no Jackie Chan movie, but the director manages some good action, explosions (and satirizing the convention of explosions), car chases and shootouts to change the pace when a change is warranted.
This isn't an art film, and will not wow you with presentation, cinematography, sound, or any other technical aspect. It is driven by its humor, strong acting, and script, which is always enough with a successful comedy. We are meant to pay attention to the jokes, not what the camera angles suggest. It is sufficient enough technically that we aren't distracted by *bad* decisions, there is just not anything that will wow you in that respect.
There are many laughs to be had in this movie, for people of all ages and backgrounds. The guys are forced to try the new drug right away to prove they're not police, and the insanity ensues. Tatum bursts into the band room and destroys and disrupts. Hill returns to drama class and somehow nails himself the lead part in the school's production of Peter Pan. In an attempt to get in with one of the dealers, the guys throw a party of wicked proportions, and kids from a rival school show up. This ends in Tatum punching almost anyone who steps in front of him and Hill getting stabbed with some kind of artifact. Then, their parents return and break up the party.
This movie toes the line between ridiculous and incredibly funny exactly the way a great comedy should. It's witty, edgy, and simply funny nearly all the time, with very strong acting and writing throughout all the while remaining grounded in a decent enough story. There are even a few great surprises to be had, including a fantastic cameo. The ONLY reasons this film garners a 9 instead of a 10 from me is because it falters in the final scenes, going too far with a shock device that seems totally unnecessary given the merit of the rest of the film. There are also some cliches to be had, but they serve their purpose in the plot.
In short, go and see this film as soon as possible.
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Guild Wars 2 (Pre-Purchase) April 10th
Posted by killa kiaba on March 15th, 2012, 6:52 pm. Category: Scribery Entry
https://buy.guildwars2.com/
All pre-purchase editions include these exclusive bonuses:
Access to all Guild Wars 2 Beta Weekend Events
Three days of headstart access
Hero’s Band (+2 to all stats)
DIGITAL EDITION $59.99
Guild Wars 2 game
DIGITAL DELUXE $79.99
Guild Wars 2 game
Summon Mistfire Wolf Elite Skill
Rytlock Miniature
Golem Banker
Chalice of Glory
Tome of Influence
COLLECTOR'S EDITION $149.99
Guild Wars 2 game
Summon Mistfire Wolf Elite Skill
Rytlock Miniature
Golem Banker
Chalice of Glory
Tome of Influence
10-inch figurine of Rytlock
112 page Making of Guild Wars 2 book
Custom Art Frame
Art Portfolio and Five Art Prints
Best of Guild Wars 2 Soundtrack CD
Minimum System Requirements*
* Due to potential changes, system requirements may change over time, and you may be required to upgrade your current system (or obtain a new system) to continue to play the game.
Windows® XP Service Pack 2 or better · 2 GB RAM
Intel® Core™ 2 Duo 2.0 GHz, Core i3, AMD Athlon™ 64 X2 or better
NVIDIA® GeForce® 7800, ATI Radeon™ X1800, Intel HD 3000 or better (256MB of video RAM and shader model 3.0 or better)
25 GB available HDD space
Broadband Internet connection
Keyboard and mouse
All pre-purchase editions include these exclusive bonuses:
Access to all Guild Wars 2 Beta Weekend Events
Three days of headstart access
Hero’s Band (+2 to all stats)
DIGITAL EDITION $59.99
Guild Wars 2 game
DIGITAL DELUXE $79.99
Guild Wars 2 game
Summon Mistfire Wolf Elite Skill
Rytlock Miniature
Golem Banker
Chalice of Glory
Tome of Influence
COLLECTOR'S EDITION $149.99
Guild Wars 2 game
Summon Mistfire Wolf Elite Skill
Rytlock Miniature
Golem Banker
Chalice of Glory
Tome of Influence
10-inch figurine of Rytlock
112 page Making of Guild Wars 2 book
Custom Art Frame
Art Portfolio and Five Art Prints
Best of Guild Wars 2 Soundtrack CD
Minimum System Requirements*
* Due to potential changes, system requirements may change over time, and you may be required to upgrade your current system (or obtain a new system) to continue to play the game.
Windows® XP Service Pack 2 or better · 2 GB RAM
Intel® Core™ 2 Duo 2.0 GHz, Core i3, AMD Athlon™ 64 X2 or better
NVIDIA® GeForce® 7800, ATI Radeon™ X1800, Intel HD 3000 or better (256MB of video RAM and shader model 3.0 or better)
25 GB available HDD space
Broadband Internet connection
Keyboard and mouse
The Mars Volta - Noctourniquet (3/27/2012): A Review
Posted by defeat on March 12th, 2012, 8:14 pm. Category: Scribery Entry

Rating: 9/10
There are few bands I expect to blow me away with every release, and The Mars Volta is one of them. In any form of art there is an indefinite number of artists trying to take their chosen medium to the next level of originality. This is especially true in music, but most tend to get hung up on the concept of genres. It’s an easy thing to do, as genres are the best reference points art has to describe it. A genre is sometimes necessary for description, but at other times putting a label on a work of art can hinder the art itself. Trying to describe The Mars Volta’s music is hard enough, but putting one specific genre or label on it is simply impossible. One thing that they have stuck by, however, is the pop format. Granted, their songs aren’t the verse/chorus/verse all-in-under-four-minutes that Top 40 radio stations have come to embrace (it’s more like intro/verse/chorus/verse/bridge/chorus/outro, all-in-sometimes-10-minutes-or more), but they do have choruses that fans of intensely poetic, non-linear lyrics can try and sing along with. I say try, because, come on…Who can sing that hauntingly beautiful falsetto like Cedric Bixler-Zavala?
Throughout their career The Mars Volta have incorporated everything from jazz to Latin into their music, but their latest release, entitled Noctourniquet, comes closer to being a pop/rock album than any of the others. There. I said it. It’s a pop album. This shouldn’t have come as such a surprise to me, as the last release, 2009’s Octahedron, only had a single song over eight minutes (a huge departure from the band’s early days that spawned songs like the 35+ minute epic “Cassandra Gemini”). It was a surprise, though. Maybe it’s surprising because this is the first album they’ve released that I’ve heard parts in songs that could have come from other bands. “Aegis” has a feel reminiscent of Muse in the verses. “Zed and Two Naughts”’ drums instantly brought A Perfect Circle’s song "Weak and Powerless" to mind. Even the lead single has a guitar riff that could have come from any of the songs on Queens of the Stone Age’s album, Era Vulgaris, or any of Jack White’s past and present projects. I’m not saying that they were trying for any similarities, but when you make a pop album, it’s impossible to completely avoid them, even for The Mars Volta…
…And a The Mars Volta album it is! Even with these few similarities, the above mentioned songs are undoubtedly and uniquely straight from TMV’s songwriter and producer, Omar Rodriguez-Lopez. His guitar playing is as riff-tastic and sometimes nothing but effects per-usual. He’s always been an experimental little guy, and even with Noctourniquet’s pop sensibilities, he's still pushing the boundaries of music. Their usual use of keyboards has changed from jazzy piano and organ to synth (possibly due to the departure of keyboardist "Ikey" Owens), although their trademark sound manipulation can be heard throughout the album’s entirety. Fans of The Volta’s past efforts won’t be disappointed, especially with the songs “Dyslexicon”, “Molochwalker”, and “Trinkets Pale of Moon”, which range from in-your-face to soft and sweet, respectively. One thing some fans tend to complain about is the revolving door of drummers since Jon Theodore stopped playing with the band in 2006. I never jumped on that band wagon, and really enjoyed Thomas Pridgen’s drumming on the last two albums. However, the only complaint I have about Noctourniquet is just that, the drumming. New drummer, Deantoni Parks, just doesn’t do it for me. He seems to be trying way too hard to live up to the sonic pummeling that the previous albums have featured, and sometimes fails miserably (evident in “Lapochka”).
If you haven’t heard The Mars Volta before, disliked their previous efforts for being too artsy, or are one of the many who haven’t liked an album of theirs since the full length debut (2003’s De-Loused in the Comatorium), Noctourniquet is a great album to get acquainted with, as it’s their most accessible and listener friendly album to date. Fans of the entire discography beware…
It’s a pop album. There. I said it again...
Recommended if you enjoy: Radiohead, Muse, Queens of the Stone Age's Era Vulgaris and/or Jack White
The official lead single can be listened to here:
http://www.youtube.com/watch?v=Yh0stkLanx4&ob=av3e
Kingdoms of Amalur: Reckoning; A Review
Posted by Landerpurex on February 15th, 2012, 12:33 am. Category: Scribery Entry

Overall rating: 8/10.
I've done my homework on this game, both before and after buying it. Everyone seems to be looking at it completely the wrong way. Other reviewers and consumers are comparing this game to Skyrim, Mass Effect, and many other juggernaut RPGs. This is a mistake. Reviews range from a 9/10 from IGN to a 5/10 from Adam Sessler at G4TV.
Kingdoms of Amalur is similar to other RPGs in some respects, and in others it is radically different. If we analyze and enjoy this by itself, it's a great game. If we stand it next to Skyrim, it falters badly in some respects, and excels in others.
The things this game does well are apparent from the moment you start playing. Environments are very vibrant, and are sufficiently unique. They're somewhat linear, but also allow for quite a bit of exploration and free roam. There are enough hidden treasures, places, and quests to keep you busy for many hours. Often I would venture off the path in search of a treasure that showed up on my map thanks to my 'detect hidden' skill, and would instead spend a few hours saving a town from some kind of spider woman. This had nothing to do with the main quest or any of the 'factions'.
The story for this game is very good, and has RA Salvatore's flair. Sometimes, however, this is its undoing. Every little quest has five minutes of backstory or lore, when you might simply be trying to complete a quest for a quick buck or exp gain. I sometimes found myself skipping dialog for meaningless side quests. On the other side of this issue, the main storyline and faction quests are well-done. I especially loved the storyline of the House of Ballads, a group of elf-like people who endlessly reenact battles and adventures long past. In short, the overarching story isn't anything unconventional, but there are many originalities and nuances to be enjoyed. It's easy to see the care that went into the story, and that a good novelist was the one who oversaw it.
I can't write a review about this game without mentioning it's greatest strength: the battle system. It's fast-paced and more than simple button mashing. I like the emphasis on combos and certain attacks, such as those that 'pop up' your enemy, making them vulnerable for further hits. The amount of attacks is satisfying, but the key is exploring which ones work best together.
The game's skill system is pretty basic but fulfilling at the same time. There are plenty of skills and styles to be explored, without there being *too* much. The destiny system is great, you can unlock bonuses for your character as you dump points into any of the three skill trees. You can also unlock destinies for hybrid classes, even ones for supporting all three trees. This allows for a fantastic amount of customization with ample reward for whichever tree/s you choose to support.
That being said, this game's mechanics allow for one of the best roleplaying opportunities I've seen. The destiny system and hybrid classes make for an experience that really hasn't been amply explored in other titles. If you couple this with the strong story and hundreds of quests, then you have a very enjoyable recipe.
The game, of course; is not without faults. Some consumers have complained about the voice acting, but I actually enjoyed it. I found it more inspiring than some, and dialog seemed to fit the character saying it. I will be the first to admit that character models and facial expressions are lacking. Though the voice acting is good, it is not paired with good facial modeling. The characters are expressionless and half the time, their mouths don't even follow what they're saying.
Other cons involve slight dips in framerate, but nothing that was at all gamebreaking. I also often found the shops lacking, I finished the game with over 5 million gold. Granted, I was a money-making machine with max mercantile and detect hidden skills, but there was literally nowhere for me to spend my money after about 2/3 of the way through the game.
I spent about 50 hours on this game, and I was thoroughly satisfied with my experience. There seems to be dozens more hours of content, as I finished with over 50 side quests unfinished, and who knows how many more I left not taken. The replayability of the game is high as well, with trophies/achievements awarded for each playstyle. Though it would be just as easy to totally re-allot your skill points than to start over, but what's the fun in that?
The game is pretty standard fantasy fare on almost every front, while excelling in a few respects; namely the battle system and the major storylines. As other reviewers have pointed out, this game seems to borrow the best features of a lot of other titles and implement them in game to the point where they work together to near perfection. Loot, story, battling, skills, environment, and more. Overall, this game was a great experience and I would recommend it to anyone looking for a new, solid RPG to play from a new studio, but with some very hard-hitting names behind it.
The Woman in Black; A Movie Review
Posted by Landerpurex on February 6th, 2012, 1:05 am. Category: Scribery Entry
Rating: 7/10
This was a good movie, not a great one. It did its job, it scared me (badly) at times, and there were very great technical things happening with this movie. However, it was inconsistent and Radcliffe's acting was just awful.
This movie is pretty typical as far as horror stories go, it's set in early 1900s England. The main character Arthur Kipps (Radcliffe) plays a lawyer or paralegal, hard up for a break. He is sent by his firm to a sinister house near a small town, where the spirit of a woman terrorizes the town and the house. His son and their nanny are supposed to join him at the house after some time. Don't be fooled by the PG-13 rating, I learned with Insidious that underrated movies can be terrifying.
The opening scene of this movie was literally the most technically sound, and perhaps the best scene in the movie. While any opening scene should be great, it shouldn't be the best scene in the film. We're shown three young girls playing in an upstairs room, and nothing seems to be wrong. After a few moments, one of them drops their little teacup. It shatters. They then get up and advance towards the three windows, one of the trampling the teapot on the way. Here we have many good things in the cinematography and editing. Short takes. Shades of montage. Short jump cuts. This serves to confuse us, and it works very well. The three girls step up to the sill simultaneously, and jump out the windows. Then we're taken to Arthur's house, shocked by the previous scene and left with many questions.
The worst thing about this film, I felt, were its inconsistencies. It's easy to see that the aforementioned scene was meticulously cared for during production, whereas the rest of the film only shows glimmers of that care. As I said previously, Radcliffe's acting is terrible. He never shows any emotion, both when he realizes his wife has died in childbirth, nor at the end of the film when he is reunited with his son. This movie didn't call for him to strive for any awards, most of the time Arthur runs through the house chasing various noises. I was disappointed that when the script called for a little acting, he didn't deliver. And this took me away from the movie.
The movie delivers through jump-scares that we've come accustomed to with modern horror cinema. The cinematography is sound, with several first person shots that round corners, raising suspense. Of course, the scares don't come when we expect them. Moreover, there are several scenes in this film with these creepy, awkward, grimy toys that often act on their own. This was perhaps the most unsettling thing about the film. Picture a porcelain clown toy from that era, that contorts itself and ends with a close-up shot of his grinning face. Don't see this (or do) if you're afraid of clowns. *shudder*
Along those same lines, there is a scene where Arthur is (you guessed it) checking a noise he heard in the house. He's using a candle, and upon entering the room, there are closeups of the aforementioned toys, and the light of the candle is reflected in their eyes. It's moving with Arthur, and subsequently, moving in the eyes of the toys, making it seem as if they are following his movement. There are similar scenes to this, such as one where Arthur sees the reflection of the ghost in a mirror, but when he turns to check, she is gone. Subtle tricks like these make this movie a positive experience.
The house is a major star in the film, as it should be. It is sinister, old, foreboding, dusty, cobwebby, and simply everything a haunted house should be. There is a cemetery on the grounds that adds to the feeling. In addition to that, there is a lone wooden cross in the front yard where a little boy died when he sank into the swamp.
When we are first introduced to the house, Arthur goes downstairs, exploring. His job in the place is to make sure there are no more official papers in the home and to try and find the owner's last will and testament. When he enters the room, there is a newborn baby crow on the floor. He picks the baby up and puts it in the nest nearby. As soon as he does so, he is attacked by mama bird. I enjoyed this scene, it seemed an homage to the horror of yore, movies like The Omen and Hitchcock's The Birds, where birds figure heavily in the horror.
Additionally, this scene bears a stark parallel with the final moments of the movie. Clever foreshadowing, or heavy-handed symbolism? Go see the movie and find out!
In short, I really enjoyed this movie, both at the surface level of modern horror and as an amateur film student. Its inconsistencies are many, but the great scenes it offers do redeem it. It is scary in the same way that other modern horror films are, and is easily enjoyable by anyone that loves the horror genre. I recommend this film.
The Devil Inside: A Movie Review
Posted by Landerpurex on January 25th, 2012, 3:43 am. Category: Scribery Entry
Before we get started, let me state that there will be plot points discussed in the following text, but I will do my best to keep crucial points a secret. Let me also state that I am not a professional critic, but have more critical film expertise than most people; having taken several film courses in college.

Rating: 3/10
The premise that a woman named Maria Rossi kills three people in 1989. Her daughter, Isabella, goes to the hospital in Italy where her mother has since been committed. Isabelle then attends a class full of priests about exorcism. She befriends two of them, and sets out to find what has actually happened to her mother and document it on camera.
Let me first say that this movie was completely horrible. Awful. Terrible. The plotline was as jagged as a piece of broken glass, and not nearly as sharp. I don't even know where to begin with this one. The movie opens with a short black-screened scene that lets us listen in on the 911 call after Maria has killed three priests. This is, without a doubt, one of the scariest scenes in the movie, which isn't saying much. Then we are treated to some convoluted storyline and some basic 'travel' footage of Isabella and her cameraman in Italy. There's nothing of significance in the first portion of the film.
After a bit, we see Isabella visit her mother in the hospital. I was intrigued by the fact that the staff seemed to trust the woman, even though she had a violent past. I was surprised that her daughter was even allowed to see her. This was one of the numerous gaping plotholes in the movie, but I was willing to forgive if it could deliver in the scary department.
Maria Rossi's character is sufficiently creepy, especially on the first meeting. She's clearly insane, and looks the part. Her hair is frazzled, she looks completely gaunt and malnourished, and she has been cutting crosses into herself, into painful areas like the inside of her lip. She asks her daughter if she knows how to "connect the cuts..." which was creepy. But it wasn't nearly enough. Maria screams a scream that is certainly not human, and Isabella leaves the hospital.
Between 'exorcisms' we're treated to mundane storyline, and the ever present battle between the two priests. One wants to exorcise Maria and others like her to help them, the other is afraid of losing his priesthood as the two are doing these exorcisms without the church's consent. While the idea is nice, and shows another side to the politics of the catholic church, it is the same conflict between characters we've seen in thousands of other movies. It fails to deliver, and the bad acting doesn't help.
The film's only redeeming scene comes when the priests decide that Isabella should accompany them on a separate exorcism to learn more about the practice. In this scene, the victim does numerous disturbing things, such as popping her shoulder out of place and generally contorting her body. It's nothing more than what we've come to expect from this genre, but it is effective still.
After this, the film loses all its merit. The group returns to the hospital to exorcise Maria, only to have her multiple demons jump into one of the priests, the cameraman, and Isabella. There are generic scenes such as one when the lights go out with the possessed priest upstairs.
Lastly, I must comment on the ending of this movie. I warn you, I am about to spoil it. But then, a movie as poorly made as this doesn't deserve the decency of secrecy.
In the final moments of the film, with the possessed priest dead, the cameraman is rushing Isabella to an exorcism expert in Rome. He becomes 'possessed', takes off his seatbelt, and veers into oncoming traffic, causing a wreck and the presumed death of the people in the car. The movie then ends. Abruptly. We are told the case is unresolved, and that we can visit http://www.therossifiles.com/ to find out more. Is this a clever blending of modern technology to enhance your moviegoing experience, or is this cheap, pathetic advertisement? A good film shouldn't need some website to further explain itself, and the site doesn't even do that from what I could gather.
The way endings like this work in a positive way is if we have been on a satisfying journey throughout the movie. In this one, we have not. We don't care about the characters. We can barely process what's going on as we see multiple exorcisms and the demons jump into the characters. There are no technically sound aspects to speak of, this movie is low-budget and it shows. It takes from a really great genre, the 'documentary', 'found-film' horror. Such titles like the Blair Witch Project and Paranormal Activity work because they utilize the cheap camerawork to make it look real. There are clear plot arcs. There are foundations in classic horror, and there are innovations as well that make up for unknown (but not always bad) actors. The Devil Inside has none of these, as I've mentioned.
The Exorcism horror sub genre never stood a chance. In it's premier, the original Exorcist movie got it right the first goddamn time. And no good exorcism movies have been made since, only cheap, floundering copies cashing in on the same idea.
There were some decent things about this film, but not enough to make it any good and certainly not enough to redeem the ridiculous ending. It was as if the movie itself were saying "Ha-ha for watching this garbage, now go
yourself" and the ending was the exclamation point on that statement. Don't waste your money on this movie, hopefully it'll soon be out of theaters and we can move on.
Rating: 3/10
The premise that a woman named Maria Rossi kills three people in 1989. Her daughter, Isabella, goes to the hospital in Italy where her mother has since been committed. Isabelle then attends a class full of priests about exorcism. She befriends two of them, and sets out to find what has actually happened to her mother and document it on camera.
Let me first say that this movie was completely horrible. Awful. Terrible. The plotline was as jagged as a piece of broken glass, and not nearly as sharp. I don't even know where to begin with this one. The movie opens with a short black-screened scene that lets us listen in on the 911 call after Maria has killed three priests. This is, without a doubt, one of the scariest scenes in the movie, which isn't saying much. Then we are treated to some convoluted storyline and some basic 'travel' footage of Isabella and her cameraman in Italy. There's nothing of significance in the first portion of the film.
After a bit, we see Isabella visit her mother in the hospital. I was intrigued by the fact that the staff seemed to trust the woman, even though she had a violent past. I was surprised that her daughter was even allowed to see her. This was one of the numerous gaping plotholes in the movie, but I was willing to forgive if it could deliver in the scary department.
Maria Rossi's character is sufficiently creepy, especially on the first meeting. She's clearly insane, and looks the part. Her hair is frazzled, she looks completely gaunt and malnourished, and she has been cutting crosses into herself, into painful areas like the inside of her lip. She asks her daughter if she knows how to "connect the cuts..." which was creepy. But it wasn't nearly enough. Maria screams a scream that is certainly not human, and Isabella leaves the hospital.
Between 'exorcisms' we're treated to mundane storyline, and the ever present battle between the two priests. One wants to exorcise Maria and others like her to help them, the other is afraid of losing his priesthood as the two are doing these exorcisms without the church's consent. While the idea is nice, and shows another side to the politics of the catholic church, it is the same conflict between characters we've seen in thousands of other movies. It fails to deliver, and the bad acting doesn't help.
The film's only redeeming scene comes when the priests decide that Isabella should accompany them on a separate exorcism to learn more about the practice. In this scene, the victim does numerous disturbing things, such as popping her shoulder out of place and generally contorting her body. It's nothing more than what we've come to expect from this genre, but it is effective still.
After this, the film loses all its merit. The group returns to the hospital to exorcise Maria, only to have her multiple demons jump into one of the priests, the cameraman, and Isabella. There are generic scenes such as one when the lights go out with the possessed priest upstairs.
Lastly, I must comment on the ending of this movie. I warn you, I am about to spoil it. But then, a movie as poorly made as this doesn't deserve the decency of secrecy.
In the final moments of the film, with the possessed priest dead, the cameraman is rushing Isabella to an exorcism expert in Rome. He becomes 'possessed', takes off his seatbelt, and veers into oncoming traffic, causing a wreck and the presumed death of the people in the car. The movie then ends. Abruptly. We are told the case is unresolved, and that we can visit http://www.therossifiles.com/ to find out more. Is this a clever blending of modern technology to enhance your moviegoing experience, or is this cheap, pathetic advertisement? A good film shouldn't need some website to further explain itself, and the site doesn't even do that from what I could gather.
The way endings like this work in a positive way is if we have been on a satisfying journey throughout the movie. In this one, we have not. We don't care about the characters. We can barely process what's going on as we see multiple exorcisms and the demons jump into the characters. There are no technically sound aspects to speak of, this movie is low-budget and it shows. It takes from a really great genre, the 'documentary', 'found-film' horror. Such titles like the Blair Witch Project and Paranormal Activity work because they utilize the cheap camerawork to make it look real. There are clear plot arcs. There are foundations in classic horror, and there are innovations as well that make up for unknown (but not always bad) actors. The Devil Inside has none of these, as I've mentioned.
The Exorcism horror sub genre never stood a chance. In it's premier, the original Exorcist movie got it right the first goddamn time. And no good exorcism movies have been made since, only cheap, floundering copies cashing in on the same idea.
There were some decent things about this film, but not enough to make it any good and certainly not enough to redeem the ridiculous ending. It was as if the movie itself were saying "Ha-ha for watching this garbage, now go
yourself" and the ending was the exclamation point on that statement. Don't waste your money on this movie, hopefully it'll soon be out of theaters and we can move on.
Lamb Of God - Resolution (01/24/12): A Review
Posted by defeat on January 23rd, 2012, 5:49 pm. Category: Scribery Entry

Rating: 7/10
I almost didn’t review this album after listening to the first half of it. I was thinking, “Oh….It’s (2009's) Wrath…again, and I’ll have nothing to say…” After giving it another chance, the second half of the album was indeed Lamb Of God’s saving grace.
Every member of Lamb Of God have seemingly evolved over the years, except for the second most talented member, drummer, Chris Adler. Don’t get it wrong. He’s a favorite drummer of many, as he’s a consistent, speed drumming machine with great fills and feet faster than light. Come with the dynamics already, though, Chris! Maybe, it’s the production that’s held you back with your sound. Maybe, it’s the way you tune your drums (Let them resonate a bit next time, eh? Every, single, solitary drum shouldn’t have the short thump of a bass drum…). Maybe, you just don’t care. Some don’t. Oh, well...so it goes. (I've been reading a lot of Vonnegut as of late.)
Resolution, contradictorily to the drumming, is LOG’s most dynamic release yet. Some thought the band had been lost to “The Graveyard of Previously Great Bands” with the bore that was their previous release, Wrath. It just seemed like a filler album without any originality. Resolution is an adventurous turn of events in LOG’s discography. Guitarists’ Mark Morton and Willie Adler have given us a new take on The New Wave of American Heavy Metal with some softer, more progressive, off-time riffs in the songs “Barbarosa”, “King Me”, and lead single “Ghost Walking”. In most metal, the bass guitar is just a copy of the lead riff, just lower. In this release, though, bassist John Campbell is pleasantly noticeable in parts throughout Resolution’s entirety.
It would be fantastic to have Machine back at the production helm instead of Josh Wilbur, as some minor kinks in the production are what took away some audio enjoyment points. The drums have been mentioned as a major issue. Other kinks were really just post-production snafus. “Barbarosa” and “Invictus” is clearly one song. With fourteen tracks, it’s not like LOG were scraping the barrel for material. Some of the songs on the second half of the album should have been mingled with the first half to break up the turn off of early monotony. This takes away from the listening experience the most. God, is that second half great, though…
In other news, vocalist, Randy Blythe is still alive.
Lead single: "Ghost Walking" Official Video
Sherlock Holmes: A Game of Shadows; a review
Posted by Landerpurex on January 7th, 2012, 7:28 am. Category: Scribery Entry
Before we get started, let me state that there will be plot points discussed in the following text, but I will do my best to keep crucial points a secret. Let me also state that I am not a professional critic, but have more critical film expertise than most people; having taken several film courses in college.

Rating: 8/10
Everyone knows the story of Sherlock Holmes, renowned detective. This movie is no different, with Holmes needing to solve a difficult case involving a sinister man named Professor Moriarty. The movie is deliciously mysterious, with Moriarty's motives in question until the final moments. Holmes of course enlists in the help of Dr. Watson, who is newly married; and the two go on an adventure that spans the European Continent to uncover Moriarty's plans and to try to save his intended victims that include Dr. Watson, his wife, a gypsy, and eventually all of Europe.
This movie was fantastic. Robert Downey Jr, Jude Law, and Jared Harris can do no wrong. The acting is superb, though sometimes over the top. I have, however, come to expect this of Downey Jr in general as well as within this franchise, so it works. He and Law make a fantastic pair, and the charisma and camaraderie come across well. Jared Harris makes a great villain as well, it's that simple.
The film lives up to its predecessor. It leaves a trail of clues that you are expected to notice, but not expected to piece together as Holmes does in the end. Certain important items are centered in the shot from Holmes' point of view, labeling them as imperative. The cinematography is sound, using multiple angles and distances when necessary. Sound is coupled with this approach as well. For example, there is one scene where one of Moriarty's lackeys is shown smoking a hand rolled cigarette. The cherry burns extra bright, and the sound of it burning can be heard over the other things going on in the frame. I wondered to myself, 'how is this important?' And I had a great time racking my brain trying to figure it out. I felt accomplished when it was revealed that the cigarette was important to the plot. This movie's greatest quality is that it makes you think and guess along with Holmes.
The film's comedy is fantastic, though sometimes ridiculous, as with the killing and revival of the poor bulldog (again). Though, once again, Downey Jr has made Holmes his own and put a modern spin on the man. That is not to say that the movie doesn't take certain liberties with the classics, because it does. Which is one of the reasons it remains an 8 out of 10 instead of a 9 or perfect score.
The great fighting scenes narrated strategically by Holmes return, though they go awry by variants not considered by Holmes. In the final scenes, Moriarty himself interjects in Holmes monologue and engages in a match of wits with the detective that is both exciting and original.
Speaking of which, editing must be mentioned. The film uses jump-cuts when necessary, and very effectively as well. Just before the scene mentioned prior, parallelism is used to near perfection as Holmes and Moriarty are having a game of chess. The movie cuts between chess moves and the exploits of Watson and the gypsy as they attempt to reveal an assassin and ultimately, Moriarty's plot.
My biggest problem with this movie was the extreme slow-motion. It was only in one scene, but that makes it stand out and it went on for far too long. Ever since 300, movies have been abusing slow motion. It was over the top in that title as well, but at least it was consistent. In an otherwise great, sound, smart movie I felt this was the only thing that seemed uninspired and frankly, too stereotypical Hollywood.
In closing, this move was very enjoyable. It was a bit on the long side, but I was sad it was over. In some ways, it is very typical action, in others, it is original, fun, and smart in a lot of ways modern movies are not. It is technically sound, but not ambitious. The cast delivers and I hope they continue to do so. The plot keeps you guessing right until the final moments, and there are many twists and turns to be had.
Go and see this movie while it's still in theaters.
Rating: 8/10
Everyone knows the story of Sherlock Holmes, renowned detective. This movie is no different, with Holmes needing to solve a difficult case involving a sinister man named Professor Moriarty. The movie is deliciously mysterious, with Moriarty's motives in question until the final moments. Holmes of course enlists in the help of Dr. Watson, who is newly married; and the two go on an adventure that spans the European Continent to uncover Moriarty's plans and to try to save his intended victims that include Dr. Watson, his wife, a gypsy, and eventually all of Europe.
This movie was fantastic. Robert Downey Jr, Jude Law, and Jared Harris can do no wrong. The acting is superb, though sometimes over the top. I have, however, come to expect this of Downey Jr in general as well as within this franchise, so it works. He and Law make a fantastic pair, and the charisma and camaraderie come across well. Jared Harris makes a great villain as well, it's that simple.
The film lives up to its predecessor. It leaves a trail of clues that you are expected to notice, but not expected to piece together as Holmes does in the end. Certain important items are centered in the shot from Holmes' point of view, labeling them as imperative. The cinematography is sound, using multiple angles and distances when necessary. Sound is coupled with this approach as well. For example, there is one scene where one of Moriarty's lackeys is shown smoking a hand rolled cigarette. The cherry burns extra bright, and the sound of it burning can be heard over the other things going on in the frame. I wondered to myself, 'how is this important?' And I had a great time racking my brain trying to figure it out. I felt accomplished when it was revealed that the cigarette was important to the plot. This movie's greatest quality is that it makes you think and guess along with Holmes.
The film's comedy is fantastic, though sometimes ridiculous, as with the killing and revival of the poor bulldog (again). Though, once again, Downey Jr has made Holmes his own and put a modern spin on the man. That is not to say that the movie doesn't take certain liberties with the classics, because it does. Which is one of the reasons it remains an 8 out of 10 instead of a 9 or perfect score.
The great fighting scenes narrated strategically by Holmes return, though they go awry by variants not considered by Holmes. In the final scenes, Moriarty himself interjects in Holmes monologue and engages in a match of wits with the detective that is both exciting and original.
Speaking of which, editing must be mentioned. The film uses jump-cuts when necessary, and very effectively as well. Just before the scene mentioned prior, parallelism is used to near perfection as Holmes and Moriarty are having a game of chess. The movie cuts between chess moves and the exploits of Watson and the gypsy as they attempt to reveal an assassin and ultimately, Moriarty's plot.
My biggest problem with this movie was the extreme slow-motion. It was only in one scene, but that makes it stand out and it went on for far too long. Ever since 300, movies have been abusing slow motion. It was over the top in that title as well, but at least it was consistent. In an otherwise great, sound, smart movie I felt this was the only thing that seemed uninspired and frankly, too stereotypical Hollywood.
In closing, this move was very enjoyable. It was a bit on the long side, but I was sad it was over. In some ways, it is very typical action, in others, it is original, fun, and smart in a lot of ways modern movies are not. It is technically sound, but not ambitious. The cast delivers and I hope they continue to do so. The plot keeps you guessing right until the final moments, and there are many twists and turns to be had.
Go and see this movie while it's still in theaters.
The Darkest Hour: A Movie Review
Posted by Landerpurex on January 7th, 2012, 6:49 am. Category: Scribery Entry
Before we get started, let me state that there will be plot points discussed in the following text, but I will do my best to keep crucial points a secret. Let me also state that I am not a professional critic, but have more critical film expertise than most people; having taken several film courses in college.

Overall rating: 5/10
This movie was nothing that the previews didn't show. In short, it's about a pair of software designers either fresh out of college or in the twilight of their college careers. They are in Moscow to pitch an idea for a user-based online comprehensive travel guide to some executives. They meet with a Swedish exec who has basically stolen their idea and screwed them out of a major (multi-million dollar?) deal. After this, the guys go to a club and meet a couple girls vacationing as well, and know of one of them due to her use of their program. Then come the invisible aliens. The creatures are made of electromagnetic energy and are somehow able to vaporize people. But their weakness is that they give themselves away and set off any and all lights and electronics when they approach. The rest of the movie is spent showing the characters trying to escape these creatures and get 'home', though they soon find similar landings and destruction have happened all across the world. Near the end, the group find out that there is a nuclear submarine waiting to help transport survivors back to their homes and/or to a safer facility.
First, it takes some time for the creatures to land. This is notwithstanding the fact the the premise of the guys' reason to be in Moscow is convoluted, not paramount to the plot, and completely forgettable. Though there were a few comic moments, there was nothing to be had in the first quarter of the film. Once the creatures land, I was intrigued. This movie's lone strength is the originality of the aliens and the plausibility of their form and powers. But the scripting failed to deliver more on the subject, with only a few lines from a Russian militant describing the nature of the aliens in no terms understandable by most people; myself included.
Speaking of the Russian militants, their characters are amusing, but completely stereotypical and over the top. They spout catch phrases like 'welcome to Russia' when fighting the creatures, they speak stereotypical nationalist dialog such as stuff about protecting their home, as well as typical, completely uninspired dialog about war and tactics. Couple this with forgettable characters all around and it makes for an equally forgettable experience.
The technical side of the movie was unimpressive as well. Nothing incredible in terms of cinematography, sound, or anything else.
The star of this film is the city of Moscow. It's exotic, beautiful, and foreboding. The architecture is fantastic, and there are some shots that are worth looking at.
In short, this was a movie that offered very little in terms of excitement, technical inventiveness, writing, and basically everything else that makes a film good. It had a tiny bit of originality with the creatures but this was not appropriately handled by anyone. The city was fantastic, but left one wanting. I did not see this movie in 3D, but I'm positive it would have been a debacle.
This movie was far from the worst I've seen, but falls very short. If you've seen the preview, you've seen everything cool there is about the movie.

Overall rating: 5/10
This movie was nothing that the previews didn't show. In short, it's about a pair of software designers either fresh out of college or in the twilight of their college careers. They are in Moscow to pitch an idea for a user-based online comprehensive travel guide to some executives. They meet with a Swedish exec who has basically stolen their idea and screwed them out of a major (multi-million dollar?) deal. After this, the guys go to a club and meet a couple girls vacationing as well, and know of one of them due to her use of their program. Then come the invisible aliens. The creatures are made of electromagnetic energy and are somehow able to vaporize people. But their weakness is that they give themselves away and set off any and all lights and electronics when they approach. The rest of the movie is spent showing the characters trying to escape these creatures and get 'home', though they soon find similar landings and destruction have happened all across the world. Near the end, the group find out that there is a nuclear submarine waiting to help transport survivors back to their homes and/or to a safer facility.
First, it takes some time for the creatures to land. This is notwithstanding the fact the the premise of the guys' reason to be in Moscow is convoluted, not paramount to the plot, and completely forgettable. Though there were a few comic moments, there was nothing to be had in the first quarter of the film. Once the creatures land, I was intrigued. This movie's lone strength is the originality of the aliens and the plausibility of their form and powers. But the scripting failed to deliver more on the subject, with only a few lines from a Russian militant describing the nature of the aliens in no terms understandable by most people; myself included.
Speaking of the Russian militants, their characters are amusing, but completely stereotypical and over the top. They spout catch phrases like 'welcome to Russia' when fighting the creatures, they speak stereotypical nationalist dialog such as stuff about protecting their home, as well as typical, completely uninspired dialog about war and tactics. Couple this with forgettable characters all around and it makes for an equally forgettable experience.
The technical side of the movie was unimpressive as well. Nothing incredible in terms of cinematography, sound, or anything else.
The star of this film is the city of Moscow. It's exotic, beautiful, and foreboding. The architecture is fantastic, and there are some shots that are worth looking at.
In short, this was a movie that offered very little in terms of excitement, technical inventiveness, writing, and basically everything else that makes a film good. It had a tiny bit of originality with the creatures but this was not appropriately handled by anyone. The city was fantastic, but left one wanting. I did not see this movie in 3D, but I'm positive it would have been a debacle.
This movie was far from the worst I've seen, but falls very short. If you've seen the preview, you've seen everything cool there is about the movie.
1-6-2012 Modern Warfare 3
Posted by Tanksandguns on January 6th, 2012, 4:43 pm. Category: Scribery Entry
As a man who has played every Call of Duty game since Call of Duty 3, and sporadically before that since Big Red 1 I like to consider myself one of Call of Duty's biggest fans. Call of Duty has taken it's place as THE First Person Shooter. It's the franchise that comes to mind first when one talks about FPS games, and until recently, has had little to no competition in the field.
Rating: 9/10
Campaign
Modern Warfare 3 builds itself off of the same story line that we saw in CoD4 and MW2. It follows multiple story lines as you play several different characters across each and also brings back the memorable duo of Captain Price and Soap MacTavish. Modern Warfare 3 starts right where Modern Warfare 2 left off. The world is in chaos, and Makarov is still at large. The game has the player visit several cities completely ransacked with war and destruction, including New York City and Paris, France.
The overall flow of the campaign is excellent. The transitions between missions and the pacing is wonderful. And the whole games had sitting on the edge of my seat, with a subtle anxious feeling the whole time. I was constantly wondering what would happen next, and where I was traveling to.
The game is also very challenging. Having completed the first two games on Veteran difficulty, this was my first choice on my first play through of the game. I quickly learned, that this game doesn't beat around the bush, and I couldn't even make it past the first checkpoint. I quickly dropped the difficulty to Hardened, and again to Normal. Even while playing Normal, I found myself dieing fairly frequently, and I loved it. I enjoy a real challenge while playing video games, and to get one in a FPS is no easy task. I also didn't find myself in the slow buildup of anger mode that usually comes with the frustrating deaths of FPS Campaigns. At one point, mid-combat, the game cycles between one the ground fighting, and in the sky fighting in an AC-130 gunship. This is one of the best moments that I can remember throughout all the games, second only to 'Ghillie in the Mist' from Call of Duty 4. The developers did a stunning job of transitioning immediately after an explosion from the AC-130 missile, to the ground troops in the smoke and debris of where the shell had just impacted.
The game itself is really beautiful (or as beautiful as a war-torn city can be). I played the entire campaign on a non-HD TV, and still found myself staring in amazement at the graphics. When I moved over to an HD TV for multiplayer, I found that they were spectacular.
The storyline does an excellent job of wrapping up the first two games. I had few questions left after I had finished, and even teared up at one point during the story. If you played the first two, I can assure you that you will not be disappointed in the final game.
Multiplayer
The multiplayer has been reworked again from Modern Warfare 2. They have new Kill Streaks, and introduced things called 'Strike Packages.' Strike Packages affect what kill streaks you are awarded, and how they are awarded. They offer three types you can choose from: Assault, Support, and Specialist. Assault focuses on killing enemies to gain enemy killing kill streak rewards. It includes, AC-130, Predator Missiles, and Attack Helicopters. Support focuses on objectives such as capturing a flag, planting a bomb, capturing a Domination point, etc. It doesn't require kills to advance through the rewards, but kills also help. Also, Support doesn't reset on death, so you can keep on dying and unlocking rewards. This was my personal favorite. This can give you UAV, Care Packages, Stealth Bomber, etc. The final Strike Package you can use is Specialist. Instead of giving you kill streak rewards, it unlocks perks every 2 kills the player makes. By 8 kills, the player then has all the perks in the game. These have really reworked how the multiplayer feels, and it feels a lot more balanced than the second game ever did.
My main problems with Modern Warfare 2, were that there were kill streaks in the air almost constantly, and there was little anyone could do about it. That feeling has really subsided with Modern Warfare 3. There doesn't seem to be helicopters, AC-130's, and Predator Missiles clogging up the sky nearly as much as it did in the second game, and there's more that can be done about it. More launchers, Sam Sites, and fewer overpowered kill streaks make for the multiplayer experience to be a lot more enjoyable.
Another complaint that I had with MW2, was the the Sniper Rifles seemed extremely underpowered. It took 2, sometimes 3 shots to kill someone in a Core match. In MW3, this has been fixed. One shot to the torso is more often than not, a kill shot. I find this to be my favorite change that was made. I'm finally not getting angry that my high velocity round isn't killing someone when it should.
With CoD: Black Ops came the addition that CoD had been missing for all of its games that Halo and the likes had picked up on. Split Screen multiplayer available online, either through multiple Xbox Live accounts or the use of Guest Accounts. Modern Warfare 3, thankfully, did not change this. You can now play with a buddy on the same TV, online.
Usually with First Person Shooters, I find myself hating a majority of the maps. For whatever reason, Modern Warfare 3 seems different. I only really dislike one or two maps. All the others I seem to have a blast on! They're all beautiful, fun and fairly small. The only complaint I have, is there's really no open area map that is good for Snipers.
All in all, I was extremely happy with the subtle tweaks they made to the multiplayer experience. Prestige Mode now goes to level 80 (ten times), and they added Prestige tokens which can unlock little bonuses such as Double XP, Double Weapon XP, and Emblems and Titles, among other things. Each player starts out with 3, and since I haven't prestiged yet, I'm unsure whether you get 1 ever prestige level or more than that.
Spec Ops
Modern Warfare 3 sees the return of the Spec Ops mode. This can be done either solo or with a friend. I tried doing several of these solo, and found that once I had a friend help me out, they became significantly easier.
Spec Ops mode is a series of missions and objectives, some from the campaign, some completely fresh that test your speed and accuracy. Also, they can be a major challenge. From capturing the Russian President aboard his airplane, to killing waves upon waves in a Firefight type game mode, Spec Ops is nothing short of fun. Infinity Ward added a new style that resembles Horde from Gears of War and Firefight from Halo, where you face wave after wave of enemies including foot soldiers, dogs, helicopters and the infamous Juggernaut soldiers. For those looking for something after the campaign and after you get bored with multiplayer, I would recommend Spec Ops with a friend. It's an absolute blast!
Conclusion
All in all, I would say that Modern Warfare 3 was definitely worth the money I spent on it. It provided me with hours of entertainment, and will continue to do so for months to come. It fixed a lot of the issues I had with the previous game, and added some awesome touches as well. It did not disappoint me, and so far has lead to a lot less frustration with the game than Modern Warfare 2 did. I would recommend this game to any First Person Shooter fan, any fan of the Call of Duty franchise, and anyone looking for one of the best multiplayer experiences in gaming. I won't beat around the bush though, some of the fan-boys and the some of the casual players of MW3 can ruin your multiplayer experience, but that's why there's a mute feature.
~Tanksandguns
Rating: 9/10
Campaign
Modern Warfare 3 builds itself off of the same story line that we saw in CoD4 and MW2. It follows multiple story lines as you play several different characters across each and also brings back the memorable duo of Captain Price and Soap MacTavish. Modern Warfare 3 starts right where Modern Warfare 2 left off. The world is in chaos, and Makarov is still at large. The game has the player visit several cities completely ransacked with war and destruction, including New York City and Paris, France.
The overall flow of the campaign is excellent. The transitions between missions and the pacing is wonderful. And the whole games had sitting on the edge of my seat, with a subtle anxious feeling the whole time. I was constantly wondering what would happen next, and where I was traveling to.
The game is also very challenging. Having completed the first two games on Veteran difficulty, this was my first choice on my first play through of the game. I quickly learned, that this game doesn't beat around the bush, and I couldn't even make it past the first checkpoint. I quickly dropped the difficulty to Hardened, and again to Normal. Even while playing Normal, I found myself dieing fairly frequently, and I loved it. I enjoy a real challenge while playing video games, and to get one in a FPS is no easy task. I also didn't find myself in the slow buildup of anger mode that usually comes with the frustrating deaths of FPS Campaigns. At one point, mid-combat, the game cycles between one the ground fighting, and in the sky fighting in an AC-130 gunship. This is one of the best moments that I can remember throughout all the games, second only to 'Ghillie in the Mist' from Call of Duty 4. The developers did a stunning job of transitioning immediately after an explosion from the AC-130 missile, to the ground troops in the smoke and debris of where the shell had just impacted.
The game itself is really beautiful (or as beautiful as a war-torn city can be). I played the entire campaign on a non-HD TV, and still found myself staring in amazement at the graphics. When I moved over to an HD TV for multiplayer, I found that they were spectacular.
The storyline does an excellent job of wrapping up the first two games. I had few questions left after I had finished, and even teared up at one point during the story. If you played the first two, I can assure you that you will not be disappointed in the final game.
Multiplayer
The multiplayer has been reworked again from Modern Warfare 2. They have new Kill Streaks, and introduced things called 'Strike Packages.' Strike Packages affect what kill streaks you are awarded, and how they are awarded. They offer three types you can choose from: Assault, Support, and Specialist. Assault focuses on killing enemies to gain enemy killing kill streak rewards. It includes, AC-130, Predator Missiles, and Attack Helicopters. Support focuses on objectives such as capturing a flag, planting a bomb, capturing a Domination point, etc. It doesn't require kills to advance through the rewards, but kills also help. Also, Support doesn't reset on death, so you can keep on dying and unlocking rewards. This was my personal favorite. This can give you UAV, Care Packages, Stealth Bomber, etc. The final Strike Package you can use is Specialist. Instead of giving you kill streak rewards, it unlocks perks every 2 kills the player makes. By 8 kills, the player then has all the perks in the game. These have really reworked how the multiplayer feels, and it feels a lot more balanced than the second game ever did.
My main problems with Modern Warfare 2, were that there were kill streaks in the air almost constantly, and there was little anyone could do about it. That feeling has really subsided with Modern Warfare 3. There doesn't seem to be helicopters, AC-130's, and Predator Missiles clogging up the sky nearly as much as it did in the second game, and there's more that can be done about it. More launchers, Sam Sites, and fewer overpowered kill streaks make for the multiplayer experience to be a lot more enjoyable.
Another complaint that I had with MW2, was the the Sniper Rifles seemed extremely underpowered. It took 2, sometimes 3 shots to kill someone in a Core match. In MW3, this has been fixed. One shot to the torso is more often than not, a kill shot. I find this to be my favorite change that was made. I'm finally not getting angry that my high velocity round isn't killing someone when it should.
With CoD: Black Ops came the addition that CoD had been missing for all of its games that Halo and the likes had picked up on. Split Screen multiplayer available online, either through multiple Xbox Live accounts or the use of Guest Accounts. Modern Warfare 3, thankfully, did not change this. You can now play with a buddy on the same TV, online.
Usually with First Person Shooters, I find myself hating a majority of the maps. For whatever reason, Modern Warfare 3 seems different. I only really dislike one or two maps. All the others I seem to have a blast on! They're all beautiful, fun and fairly small. The only complaint I have, is there's really no open area map that is good for Snipers.
All in all, I was extremely happy with the subtle tweaks they made to the multiplayer experience. Prestige Mode now goes to level 80 (ten times), and they added Prestige tokens which can unlock little bonuses such as Double XP, Double Weapon XP, and Emblems and Titles, among other things. Each player starts out with 3, and since I haven't prestiged yet, I'm unsure whether you get 1 ever prestige level or more than that.
Spec Ops
Modern Warfare 3 sees the return of the Spec Ops mode. This can be done either solo or with a friend. I tried doing several of these solo, and found that once I had a friend help me out, they became significantly easier.
Spec Ops mode is a series of missions and objectives, some from the campaign, some completely fresh that test your speed and accuracy. Also, they can be a major challenge. From capturing the Russian President aboard his airplane, to killing waves upon waves in a Firefight type game mode, Spec Ops is nothing short of fun. Infinity Ward added a new style that resembles Horde from Gears of War and Firefight from Halo, where you face wave after wave of enemies including foot soldiers, dogs, helicopters and the infamous Juggernaut soldiers. For those looking for something after the campaign and after you get bored with multiplayer, I would recommend Spec Ops with a friend. It's an absolute blast!
Conclusion
All in all, I would say that Modern Warfare 3 was definitely worth the money I spent on it. It provided me with hours of entertainment, and will continue to do so for months to come. It fixed a lot of the issues I had with the previous game, and added some awesome touches as well. It did not disappoint me, and so far has lead to a lot less frustration with the game than Modern Warfare 2 did. I would recommend this game to any First Person Shooter fan, any fan of the Call of Duty franchise, and anyone looking for one of the best multiplayer experiences in gaming. I won't beat around the bush though, some of the fan-boys and the some of the casual players of MW3 can ruin your multiplayer experience, but that's why there's a mute feature.
~Tanksandguns
Skrillex-Bangarang (12/23/11): A Review
Posted by defeat on December 23rd, 2011, 7:11 pm. Category: Scribery Entry

Rating 5/10
Listen. I’ll start off by saying I’m as on the fence with the newest Skrillex release, entitled Bangarang, as I have been with all the others. The guy is an exciting producer, and the voice samples/hooks he’s used are unforgettable. However, as with his other releases, the mid-register robotesque bass lines, four to the floor beats, and general feel are the same as they ever were and absolutely forgettable. You’ve got the electronic industry by the balls, Skrillex, and the time to fix your broken record is nigh.
When Skrillex became an instant success, and his songs could be heard everywhere, I was impressed with the mash up of genre’s with him and Korn in the Korn single “Get Up“, and really enjoyed "Scary Monsters and Nice Sprites" and “Kill Everybody” off of Skrillex’s EP with the same name Scary Monsters and Nice Sprites. It seemed like a fresh, American take on the dubstep scene. That fresh take quickly turned into endless copycats and the post dubstep sub-genre dubbed “brostep”. As the forerunner of this new trend, Skrillex didn’t impress me with his first release, mildly did with his second release, and fails to with his newest.
There are definitely moments of production clarity on Bangarang in the title track (a song referencing the movie Hook?! Awesome!) and the non-bass line heavy house song “Right On Time“, but he even uses a broke up, syncopated, unintelligible, Asian sounding voice on the track “Summit” juuuust like he did on the track “Scary Monsters and Nice Sprites”. In a nutshell, Bangarang should be entitled Sonic the Househog On Crack. It’s got a Sonic the Hedgehog music + house + brostep sound on most of the songs on the seven song EP. If you are already a die-hard Skrillex fan (and I know you are out there as I just read the comment “Skrillex is life.“ from a fan on Skrillex’s Facebook page), you are going to absolutely love this album. If you haven’t ever heard Skrillex, and are into dubstep, you are probably going to like this album. The rest of us will either like it, dislike it, or think it’s OK (Mitch Hedberg anyone?). It does have bass drops and a couple buildups/breakdowns that make you smile with delight, so even after I write this review.....I’m still on the fence.
The title track:
Trent Reznor & Atticus Ross-T.G.w.t.D.T.Soundtrack: A Review
Posted by defeat on December 12th, 2011, 11:14 pm. Category: Scribery Entry
Rating: 10/10
When Atticus Ross and Trent Reznor work together, they don't just make music. They mold sounds into layers of emotional synesthesia, and their newest masterpiece, The Girl with the Dragon Tattoo, is no different. Your brain and body don't quite know what to do with themselves. You smile. You get the chills. You get creeped out. You contemplate, yet sometimes you stop thinking all together.
After the near three hour playtime ended, I took my headphones off and the first thing to come to mind was Homer's epic poems the Iliad and the Odyssey. If Homer were alive today, he'd be furiously writing a screenplay, day in and day out, so Reznor and Ross could give it the sonic pulse it (I'm sure) would deserve. They are just that good.
Reznor has always been one of my favorites as far as extremely layered music goes. I consider Nine Inch Nails' The Fragile to be the greatest double-album of my generation, and it's a perfect example of Mr. Reznor's musical depth. Atticus Ross, on the other hand is more of a minimalist, and I was first introduced to his music when he did some programming and/or produced Nine Inch Nails' last four albums. He also caught my attention whilst watching the movie The Book of Eli. The entire time I was thinking to myself, "This HAS to be either Trent, Atticus, or Saul Williams doing the soundtrack for this...." It was indeed Atticus, and I became a fan.
The soundtrack for The Girl with the Dragon Tattoo is a drone type of electronica with some darker ambient soundscapes layered in, and when I write "layered in", I mean it as emphatically as is possible. It's the most complex minimalistic album ever created, if that's even possible. You'll always hear synth, and you'll sometimes hear keys, bells, guitars, strings, vibrations, xylophones etc., etc. One of the songs even has vocals, and oddly enough it's a cover of Zeppelin's "Immigrant Song" (featuring Karen O on vocals) In a nutshell, it's epic in every way possible. Find three hours and treat yourself to what's bound to be a Grammy winner.
Recommended if you enjoy: Sigur Ros, Ghosts I-IV by Nine Inch Nails, The Book of Eli (soundtrack), The Social Network (soundtrack)
When Atticus Ross and Trent Reznor work together, they don't just make music. They mold sounds into layers of emotional synesthesia, and their newest masterpiece, The Girl with the Dragon Tattoo, is no different. Your brain and body don't quite know what to do with themselves. You smile. You get the chills. You get creeped out. You contemplate, yet sometimes you stop thinking all together.
After the near three hour playtime ended, I took my headphones off and the first thing to come to mind was Homer's epic poems the Iliad and the Odyssey. If Homer were alive today, he'd be furiously writing a screenplay, day in and day out, so Reznor and Ross could give it the sonic pulse it (I'm sure) would deserve. They are just that good.
Reznor has always been one of my favorites as far as extremely layered music goes. I consider Nine Inch Nails' The Fragile to be the greatest double-album of my generation, and it's a perfect example of Mr. Reznor's musical depth. Atticus Ross, on the other hand is more of a minimalist, and I was first introduced to his music when he did some programming and/or produced Nine Inch Nails' last four albums. He also caught my attention whilst watching the movie The Book of Eli. The entire time I was thinking to myself, "This HAS to be either Trent, Atticus, or Saul Williams doing the soundtrack for this...." It was indeed Atticus, and I became a fan.
The soundtrack for The Girl with the Dragon Tattoo is a drone type of electronica with some darker ambient soundscapes layered in, and when I write "layered in", I mean it as emphatically as is possible. It's the most complex minimalistic album ever created, if that's even possible. You'll always hear synth, and you'll sometimes hear keys, bells, guitars, strings, vibrations, xylophones etc., etc. One of the songs even has vocals, and oddly enough it's a cover of Zeppelin's "Immigrant Song" (featuring Karen O on vocals) In a nutshell, it's epic in every way possible. Find three hours and treat yourself to what's bound to be a Grammy winner.
Recommended if you enjoy: Sigur Ros, Ghosts I-IV by Nine Inch Nails, The Book of Eli (soundtrack), The Social Network (soundtrack)
allbroke- Broke/Free EP (12/02/2011): A Review
Posted by defeat on December 6th, 2011, 11:23 pm. Category: Scribery Entry
Rating: 10/10
The dubstep scene is in two factions at the moment. You’ve got the UK kids who are all, “Yeah, Yeah dubstep…it’s played out and now the Americans are catching on late….yet again.” And we also have the US kids who are getting into dubstep because the US producers/programmers decided to 1-UP the UK’s scene. I personally don’t get into all that myself. If the track is good…..the track is good, wherever and whenever it came out.
Now on to the album you all need to know about. Allbroke has had a few songs independently released recently, and his Facebook was droppin’ hints about a present to us all (his fans). It’s here. His present is the absolutely free EP Broke/Free.
This you are going to enjoy. It’s a mix between UK and US dubstep in all the right ways. The music itself tells a subtle sci-fi story in it’s four song way. Makes me wish dubstep was around when The Matrix was being produced. I think It would have been very cool for Allbroke to have had a couple songs on there.
“The Device” is the opener, and from start to beginning it walks us through a device being used to make some nasty drops. It’s a very unique song. I have yet to hear of anyone doing what Allbroke is doing here. With this opener you know you’ve stumbled upon something unique.
“Nostromo” is second in line and well. It’s pretty chill at first until 55 seconds in when it drops and don’t stop….in a good way. Enter some sci fi dialogue. Great song.
“Orion” The third track I really, really, really , really enjoyed. Sweet, sweet tension and release I am a fan of. This one however has more of a UK sound to it. Not that I’m complaining .
“Field Medic” This closure is the epitome of what I was trying to get across up in hurr. It’s a UKUSA dubstep orgy.
Over all this albums broke down the boundaries between UK and US dubstep with one fell swoop. I was impressed with the dynamics of it all. Solid, Solid, EP.
Recommened if you enjoy: Ed Solo, Datsik, skrillex, Nero
Now how about a music video combining the songs for maximum epic? EH?
The link to the FREE EP is
http://www.facebook.com/spirographed?ref=tn_tnmn#!/Allbroke
Like the page, download the nasty.
The dubstep scene is in two factions at the moment. You’ve got the UK kids who are all, “Yeah, Yeah dubstep…it’s played out and now the Americans are catching on late….yet again.” And we also have the US kids who are getting into dubstep because the US producers/programmers decided to 1-UP the UK’s scene. I personally don’t get into all that myself. If the track is good…..the track is good, wherever and whenever it came out.
Now on to the album you all need to know about. Allbroke has had a few songs independently released recently, and his Facebook was droppin’ hints about a present to us all (his fans). It’s here. His present is the absolutely free EP Broke/Free.
This you are going to enjoy. It’s a mix between UK and US dubstep in all the right ways. The music itself tells a subtle sci-fi story in it’s four song way. Makes me wish dubstep was around when The Matrix was being produced. I think It would have been very cool for Allbroke to have had a couple songs on there.
“The Device” is the opener, and from start to beginning it walks us through a device being used to make some nasty drops. It’s a very unique song. I have yet to hear of anyone doing what Allbroke is doing here. With this opener you know you’ve stumbled upon something unique.
“Nostromo” is second in line and well. It’s pretty chill at first until 55 seconds in when it drops and don’t stop….in a good way. Enter some sci fi dialogue. Great song.
“Orion” The third track I really, really, really , really enjoyed. Sweet, sweet tension and release I am a fan of. This one however has more of a UK sound to it. Not that I’m complaining .
“Field Medic” This closure is the epitome of what I was trying to get across up in hurr. It’s a UKUSA dubstep orgy.
Over all this albums broke down the boundaries between UK and US dubstep with one fell swoop. I was impressed with the dynamics of it all. Solid, Solid, EP.
Recommened if you enjoy: Ed Solo, Datsik, skrillex, Nero
Now how about a music video combining the songs for maximum epic? EH?
The link to the FREE EP is
http://www.facebook.com/spirographed?ref=tn_tnmn#!/Allbroke
Like the page, download the nasty.
A battle of time on communities
Posted by Demon on December 5th, 2011, 6:42 pm. Category: Scribery Entry
Time moves on inevitably, as I’m sure anyone can tell. Childhood memories become just what they are – memories. Not much can stay the same in a world rapidly evolving with people snaking along just as quickly towards some mysterious, unknown goal of worth we, as a society and race, have decided is vitally necessary. This is also true for the internet, but at a much broader and faster rate because of instant gratification and the scope of available tools for developers to build. While driving down ‘memory lane’ after twenty-odd years may bring the shock of finding your childhood home destroyed and a new shopping plaza in its place, you can still find your breath taken away at the vast and expanding internet. Simply visit Google and type in a keyword relative to your life (anything) and you’ll find more information instantly available than you can possibly read in your lifetime… with more being released as you’re reading!
Thus, what happens to a memory of a place once you can no longer visit it or feel that connection you once felt? How often do you drive or walk down a new, but familiar street where memories seem to come alive and flood into your conscious? Where do you go when you begin to relive those days of happiness, the shared, raw energy of a community? The whole experience can be quite a downer once you start thinking about those childhood playmates or perhaps the teenage adventures while testing the world, knowing you had your parents as a safety net. Where, then do you go when that memory is an online community?
Too often I’ve found myself needing information and simply visiting search engines like Google and Bing to find a quick resolution to any situation which may arise. This includes anything from technological break-downs, news, or entertainment; basically anything which would be best served instantly. It seems, at least to me, that technical forums and online ‘gurus’ have become a thing of the past. Why? Most times, ‘Googling’ an issue will bring up a laundry list of posts in forums with the exact problem, usually followed with an answer. However, the post was made and answered anywhere from ten years to a more recent four years. In either case, unless it’s a new product, there is no real need for posting on a forum only to wait days (if you’re lucky) for an intelligent response and possibly longer to get a true answer.
So where do communities fit into this? It seems only natural that communities, though once warm and welcoming to the casual internet browser, has become a thing of the past. They’ve been replaced with blogs and social networking where, again, everything revolves on instant gratification for the end-user. What kind of communities have survived? Other than those directly linked with a brand (Dell Technical Support – Love them) or with a particular product (Tip.It – A fansite based on a MMO game), it would seem there is little opportunity for growth among other communities. Yet there are still communities with mixed interests (Runevillage – A fansite-turned-general interest) where a wisp of memory and the attachment of veterans keep the community together, even through difficult times.
Despite the fondness of memories in our compulsive visits to places we’ve known and grown to love, there is a sort of sweet sorrow in their parting. Just as we must one day say goodbye to our parents, it feels there is an inevitable end to all communities – online or not. In a more directed note, while the Village may be the dear home of a few dedicated users who have stayed around for nearly the entirety of its life, the difficulty lies not in reviving the dead, but re-angling the community to be both ageless and timeless where simple trends don’t direct the life of the site as a whole. I’d say this has been the bane of countless sites with a targeted audience, because there was never any room allowed or even acknowledged to open the door for a broader scope of inclusion for outsiders and thus lays the self-imprisonment of sites with too little a mind to approach a large audience.
Simply putting it, the only means by which to survive in the rapid change and growth of the internet is to build and evolve with it, rather than staying focused on a single niche. A stubborn, slow mind will only be left behind as the community gathered moves on to bigger and better things, though they may still visit every so often (like an old man in a retirement home, perhaps). There can only be success where success is actively perceived and rendered into a useable model; building a strong community is great while there is community to build, but there has to be some means of bringing new users in and getting them attached the same way everyone else has become attached.
Thus, what happens to a memory of a place once you can no longer visit it or feel that connection you once felt? How often do you drive or walk down a new, but familiar street where memories seem to come alive and flood into your conscious? Where do you go when you begin to relive those days of happiness, the shared, raw energy of a community? The whole experience can be quite a downer once you start thinking about those childhood playmates or perhaps the teenage adventures while testing the world, knowing you had your parents as a safety net. Where, then do you go when that memory is an online community?
Too often I’ve found myself needing information and simply visiting search engines like Google and Bing to find a quick resolution to any situation which may arise. This includes anything from technological break-downs, news, or entertainment; basically anything which would be best served instantly. It seems, at least to me, that technical forums and online ‘gurus’ have become a thing of the past. Why? Most times, ‘Googling’ an issue will bring up a laundry list of posts in forums with the exact problem, usually followed with an answer. However, the post was made and answered anywhere from ten years to a more recent four years. In either case, unless it’s a new product, there is no real need for posting on a forum only to wait days (if you’re lucky) for an intelligent response and possibly longer to get a true answer.
So where do communities fit into this? It seems only natural that communities, though once warm and welcoming to the casual internet browser, has become a thing of the past. They’ve been replaced with blogs and social networking where, again, everything revolves on instant gratification for the end-user. What kind of communities have survived? Other than those directly linked with a brand (Dell Technical Support – Love them) or with a particular product (Tip.It – A fansite based on a MMO game), it would seem there is little opportunity for growth among other communities. Yet there are still communities with mixed interests (Runevillage – A fansite-turned-general interest) where a wisp of memory and the attachment of veterans keep the community together, even through difficult times.
Despite the fondness of memories in our compulsive visits to places we’ve known and grown to love, there is a sort of sweet sorrow in their parting. Just as we must one day say goodbye to our parents, it feels there is an inevitable end to all communities – online or not. In a more directed note, while the Village may be the dear home of a few dedicated users who have stayed around for nearly the entirety of its life, the difficulty lies not in reviving the dead, but re-angling the community to be both ageless and timeless where simple trends don’t direct the life of the site as a whole. I’d say this has been the bane of countless sites with a targeted audience, because there was never any room allowed or even acknowledged to open the door for a broader scope of inclusion for outsiders and thus lays the self-imprisonment of sites with too little a mind to approach a large audience.
Simply putting it, the only means by which to survive in the rapid change and growth of the internet is to build and evolve with it, rather than staying focused on a single niche. A stubborn, slow mind will only be left behind as the community gathered moves on to bigger and better things, though they may still visit every so often (like an old man in a retirement home, perhaps). There can only be success where success is actively perceived and rendered into a useable model; building a strong community is great while there is community to build, but there has to be some means of bringing new users in and getting them attached the same way everyone else has become attached.
LLL: Updated 1/07; info on my future in the scribery
Posted by Landerpurex on December 1st, 2011, 2:55 am. Category: Scribery Entry
**EDIT**
Alright, so I daresay you editors and high ranking officials at RV are not interested in pure literature or creative works being put on the front page. Though I think that is ludicrous, I also see why that is. The bottom line is that I go to the movies, like, A LOT. Think on a weekly basis, pretty much. I hope to make some topics there on the front page through reviewing new movies. I have already written two and dedicated several hours to doing so in an effort to help this place. I know they are somewhat outdated, Darkest Hour being most so but I intend to review newer releases soon. I plan on seeing The Devil Inside tomorrow, so perhaps you can expect that review soon.
I also know that there are tons of other movie review sites, far more comprehensive and those that have professional critics (HA), but I tried to take a frank, fresh approach to the movies that will help anyone who is looking for such information. I also have to say that I am inspired by Defeat, but no longer will I allow him to take the brunt of the responsibility here, and the glory along with it.
Bottom line is, I am not going to write nor post creative works if they have no chance of being used, similarly how I am not going to write to no end for the Villager.
If someone wishes to refute or update me on Scribery and subsequently, front page quality policy, I would be much obliged.
Also it should be noted that I would like to buy the new RPG coming out in February called Kingdoms of Amalur, so dibs on that review assuming I actually get the game.
***
This is the thread I'm gonna reserve for the (hopefully) many contributions I make to RV in its new direction. For now, I'm only posting one poem but expect more in the future. This is perhaps my favorite piece that I've written, and I believe it shows. Later, expect more poetry, short stories, and snippets from my novel/s.
That said, I need to post a small disclaimer: I hope to make a living as a writer someday, and much of what I post will be some of my best work. I retain all rights to my work as the author. In the unlikely event that I sell the rights to some of my work, I may ask for it to be taken off the site but that does not seem to be something that is possible for me to accept.
This was something I wrote for a two week intensive poetry seminar. I wrote this in response to my classmates who often said that my work was too triumphant, that it wasn't sad, depressing, or void of conflict. I hope you appreciate the satire. It's a form called "letter poetry" which I had never tried before, but I seem to be at least somewhat good at.
Alright, so I daresay you editors and high ranking officials at RV are not interested in pure literature or creative works being put on the front page. Though I think that is ludicrous, I also see why that is. The bottom line is that I go to the movies, like, A LOT. Think on a weekly basis, pretty much. I hope to make some topics there on the front page through reviewing new movies. I have already written two and dedicated several hours to doing so in an effort to help this place. I know they are somewhat outdated, Darkest Hour being most so but I intend to review newer releases soon. I plan on seeing The Devil Inside tomorrow, so perhaps you can expect that review soon.
I also know that there are tons of other movie review sites, far more comprehensive and those that have professional critics (HA), but I tried to take a frank, fresh approach to the movies that will help anyone who is looking for such information. I also have to say that I am inspired by Defeat, but no longer will I allow him to take the brunt of the responsibility here, and the glory along with it.
Bottom line is, I am not going to write nor post creative works if they have no chance of being used, similarly how I am not going to write to no end for the Villager.
Also it should be noted that I would like to buy the new RPG coming out in February called Kingdoms of Amalur, so dibs on that review assuming I actually get the game.
***
This is the thread I'm gonna reserve for the (hopefully) many contributions I make to RV in its new direction. For now, I'm only posting one poem but expect more in the future. This is perhaps my favorite piece that I've written, and I believe it shows. Later, expect more poetry, short stories, and snippets from my novel/s.
That said, I need to post a small disclaimer: I hope to make a living as a writer someday, and much of what I post will be some of my best work. I retain all rights to my work as the author. In the unlikely event that I sell the rights to some of my work, I may ask for it to be taken off the site but that does not seem to be something that is possible for me to accept.
This was something I wrote for a two week intensive poetry seminar. I wrote this in response to my classmates who often said that my work was too triumphant, that it wasn't sad, depressing, or void of conflict. I hope you appreciate the satire. It's a form called "letter poetry" which I had never tried before, but I seem to be at least somewhat good at.
Lander wrote:
Dear self,
You will never triumph against anything.
To presume otherwise is nothing
short of maniacal nonsense.
Wallow in your self pity,
Fill a pool with it,
Drown in it,
Glub.
Write your farewell poem in blood,
Then hang yourself.
Um, don’t do any of that.
I’m being facetious.
It surely wouldn’t kill you,
To let your weakness through
Every now and again.
Death dances around you.
He dances a jig in Swedish clogs.
He trips over his own robe,
Wreaking hellish havoc.
Pontificate.
Your father, dead by simultaneous stroke and heart attack
Your Uncle, dead by spidery spider cancer
Your cousin, dead by asthma attack
Your cousin, dead by drowning
Your mother, dead by house fire
Let a tear chart a new course
Down your cheek.
Taste bitterness.
Become angry.
Shout for no reason,
Curse the people who get under your skin.
Do it to their faces.
Your car’s a piece of
,
Drive it til the wheels fall off,
Then light it on fire.
Loosen up and stop hiding
Your past and your trials.
They happened.
Pretending they aren’t real will only
Cause a quarter-life crisis.
Affectionately,
Me
You will never triumph against anything.
To presume otherwise is nothing
short of maniacal nonsense.
Wallow in your self pity,
Fill a pool with it,
Drown in it,
Glub.
Write your farewell poem in blood,
Then hang yourself.
Um, don’t do any of that.
I’m being facetious.
It surely wouldn’t kill you,
To let your weakness through
Every now and again.
Death dances around you.
He dances a jig in Swedish clogs.
He trips over his own robe,
Wreaking hellish havoc.
Pontificate.
Your father, dead by simultaneous stroke and heart attack
Your Uncle, dead by spidery spider cancer
Your cousin, dead by asthma attack
Your cousin, dead by drowning
Your mother, dead by house fire
Let a tear chart a new course
Down your cheek.
Taste bitterness.
Become angry.
Shout for no reason,
Curse the people who get under your skin.
Do it to their faces.
Your car’s a piece of
,Drive it til the wheels fall off,
Then light it on fire.
Loosen up and stop hiding
Your past and your trials.
They happened.
Pretending they aren’t real will only
Cause a quarter-life crisis.
Affectionately,
Me
By far, the most exciting news in the last year was the announcement of the latest entry in the Elder Scrolls series, Skyrim. Along with this announcement was a vast amount of detail on what would be included in the final product, as it would be released in less than 12 months, on November 11. The game is now out, and the biggest question series fans have had is this: Is it going to live up to previous games in the series?
I have to say what excited me was the announcement that this game would attempt to walk the line between Morrowind and Oblivion; Morrowind being one of my favorite games from childhood, and Oblivion being a technically good follow up set in a fairly generic setting. This is a pretty tall order. The magic of Morrowind, anyone can tell you, was in the discovery. You never knew what powerful ring you would find in that tomb across the river, or what daedric relic you'd pull out of the abandoned dwemer tower just outside of town.
Oblivion did away with this system, simply rewarding you these one of a kind items through quests; sure, a dungeon might provide a bunch of loot, but none of it had "pizzazz". None of it belonged to some great, unnamed warlock, and it certainly didn't belong to a demigod. You had to go talk to those guys in person, and you had to make sacrifices, but only when you hit the right level. Not the right level? Go back to Rockmilk and wait for those bandits and marauders to kill each other! Maybe after about ten delves you'll have fired your bow enough to get a level or two. It kind of got... boring. Not that other games don't have ridiculous amounts of grinding, but in a game claiming to be bigger and better than Morrowind, I expect even more relics to be dug up, not to just be handed to me for running between vendors and grabbing a shovel.
Skyrim, I'm happy to say, walks the line and leans toward the Morrowind side of the series. There's no telling what you'll find in any given cave, be it a powerful enemy wielding a magic weapon or a dragon wall providing you with immense power. The quests to find powerful artefacts often trigger just from discovering the tomb or strange item, so you still get the thrill of finding the artefact without feeling like you're a means to an end.
The world is wonderfully alien, just as it was in the good old days of the series. Expansive plains have herds of mammoths and giants wandering through, with beautiful mountains always in view. Rivers and streams flow through the landscape and look wonderful, although they are as much a nuisance as they are a beauty to look at. Often, there is no good way to cross a river without walking for what seems like miles out of your way. Attempting to wade across often goes awry, as there typically isn't a good way to climb out of said river. At this point, the best you can hope to do is survive the waterfall inevitably waiting 200 feet downstream and hope that you'll come out somewhere close to an actual road on the other side.
That's not to say that Oblivion's additions to the series were completely cut from the game; if anything, its shortcomings were tweaked until they became strengths for the game. While it didn't provide much in the way of setting, the fourth game in the series did a few things right: It simplified everything, and it added randomness in items. Skyrim expands on this.
Previous entries in the series required you to build your character around your Attributes, which governed skills, of which several selected as Major and [sometimes] Minor. You could only level up by increasing one of these selected skills, and then you had to weigh the pros and cons of increasing an attribute. These dilemmas are no more. Attributes: Gone. Major Skills: Nope nope. Minor Skills: That's been out of fashion for like ten years! All skills start the same, save for racial bonuses. You don't pick a class. You don't make a class. Whatever you use increases, and when a certain number of skill increases has been achieved, you level. You choose to increase your Health, Magicka, or Stamina bars, and then you get a perk to use to specialize in something. That's it. While I DO miss the challenge of increasing my luck, it's even better that I don't have to worry about respecializing in things after I've made my character. That isn't even a concern until after level 15 or so.
Building on the simplification of "Blade, Blunt, and Marksman", the weapon distinction has now become "One handed, Two handed, and Archery", with different sub-specializations within each skill tree that are up to you. One handed weapons include daggers, maces, swords, and one handed axes, and are great for damage dealers who don't want to take any damage. It goes hand in hand with the stealth tree, which only serves to make assassin characters even more overpowered (a common complaint I've heard of the game). From here you have the option to dual wield, a new feature to the series. It dramatically decreases your ability to block an attack, but the idea here is that you aren't going to be hit before this happens. Two handed is for people who don't mind getting punched in the face a couple times while swinging there weapon. These include greatswords, axes, and warhammers. Where does archery fit into all this? Very neatly, since it's so much more powerful than it ever was before. Put enough points into it, and it’s just as effective as any other weapon you could use.
Delving dungeons simply for magic items is always beneficial, especially at lower levels. Don't wear heavy armor, but still REALLY want that archery bonus? With the return of the Enchantment skill, items can be destroyed to learn their properties for use in making new ones. This means that equipment gathering is no longer the endless cycle of finding and selling and paying your first born to the Mage's Guild to make stuff temporarily better.
Oh, and dragons. With how late this review/rant is coming out, you've probably heard a lot about them already. Not a whole lot I can say on that matter except that they are far more fun than any of the other boss fights I have been involved with in this game up to this point. Fight them. Relish them, but remember that they are common throughout this game. If I had a nickel for every time I came out of fast travel and had to save a town, I wouldn’t have much money, because I don't think I've killed more than 20 dragons, and only like half those attacked towns. But I still feel like a boss.
Last, the main quest. I'm not going to get too much into this, because I honestly haven't done much with it. This shouldn't be a problem for many fans of the series, as no one really plays through it. From what I've seen of other people playing it, it is greatly improved story wise from Oblivion. What I can tell you is that guilds are back, with the Fighter's Guild and Mage's Guild being replaced by awesome. Dark Brotherhood is more disturbing than ever, and the Thieves Guild is... changed...
While a great game in and of itself, it stacks up with the best of the Elder Scrolls series. If you enjoyed any of those, give it a shot. It's definitely the best entry in the series. If you didn't, check it out anyway. Enough has changed that you may find yourself a new fan.
I have to say what excited me was the announcement that this game would attempt to walk the line between Morrowind and Oblivion; Morrowind being one of my favorite games from childhood, and Oblivion being a technically good follow up set in a fairly generic setting. This is a pretty tall order. The magic of Morrowind, anyone can tell you, was in the discovery. You never knew what powerful ring you would find in that tomb across the river, or what daedric relic you'd pull out of the abandoned dwemer tower just outside of town.
Oblivion did away with this system, simply rewarding you these one of a kind items through quests; sure, a dungeon might provide a bunch of loot, but none of it had "pizzazz". None of it belonged to some great, unnamed warlock, and it certainly didn't belong to a demigod. You had to go talk to those guys in person, and you had to make sacrifices, but only when you hit the right level. Not the right level? Go back to Rockmilk and wait for those bandits and marauders to kill each other! Maybe after about ten delves you'll have fired your bow enough to get a level or two. It kind of got... boring. Not that other games don't have ridiculous amounts of grinding, but in a game claiming to be bigger and better than Morrowind, I expect even more relics to be dug up, not to just be handed to me for running between vendors and grabbing a shovel.
Skyrim, I'm happy to say, walks the line and leans toward the Morrowind side of the series. There's no telling what you'll find in any given cave, be it a powerful enemy wielding a magic weapon or a dragon wall providing you with immense power. The quests to find powerful artefacts often trigger just from discovering the tomb or strange item, so you still get the thrill of finding the artefact without feeling like you're a means to an end.
The world is wonderfully alien, just as it was in the good old days of the series. Expansive plains have herds of mammoths and giants wandering through, with beautiful mountains always in view. Rivers and streams flow through the landscape and look wonderful, although they are as much a nuisance as they are a beauty to look at. Often, there is no good way to cross a river without walking for what seems like miles out of your way. Attempting to wade across often goes awry, as there typically isn't a good way to climb out of said river. At this point, the best you can hope to do is survive the waterfall inevitably waiting 200 feet downstream and hope that you'll come out somewhere close to an actual road on the other side.
That's not to say that Oblivion's additions to the series were completely cut from the game; if anything, its shortcomings were tweaked until they became strengths for the game. While it didn't provide much in the way of setting, the fourth game in the series did a few things right: It simplified everything, and it added randomness in items. Skyrim expands on this.
Previous entries in the series required you to build your character around your Attributes, which governed skills, of which several selected as Major and [sometimes] Minor. You could only level up by increasing one of these selected skills, and then you had to weigh the pros and cons of increasing an attribute. These dilemmas are no more. Attributes: Gone. Major Skills: Nope nope. Minor Skills: That's been out of fashion for like ten years! All skills start the same, save for racial bonuses. You don't pick a class. You don't make a class. Whatever you use increases, and when a certain number of skill increases has been achieved, you level. You choose to increase your Health, Magicka, or Stamina bars, and then you get a perk to use to specialize in something. That's it. While I DO miss the challenge of increasing my luck, it's even better that I don't have to worry about respecializing in things after I've made my character. That isn't even a concern until after level 15 or so.
Building on the simplification of "Blade, Blunt, and Marksman", the weapon distinction has now become "One handed, Two handed, and Archery", with different sub-specializations within each skill tree that are up to you. One handed weapons include daggers, maces, swords, and one handed axes, and are great for damage dealers who don't want to take any damage. It goes hand in hand with the stealth tree, which only serves to make assassin characters even more overpowered (a common complaint I've heard of the game). From here you have the option to dual wield, a new feature to the series. It dramatically decreases your ability to block an attack, but the idea here is that you aren't going to be hit before this happens. Two handed is for people who don't mind getting punched in the face a couple times while swinging there weapon. These include greatswords, axes, and warhammers. Where does archery fit into all this? Very neatly, since it's so much more powerful than it ever was before. Put enough points into it, and it’s just as effective as any other weapon you could use.
Delving dungeons simply for magic items is always beneficial, especially at lower levels. Don't wear heavy armor, but still REALLY want that archery bonus? With the return of the Enchantment skill, items can be destroyed to learn their properties for use in making new ones. This means that equipment gathering is no longer the endless cycle of finding and selling and paying your first born to the Mage's Guild to make stuff temporarily better.
Oh, and dragons. With how late this review/rant is coming out, you've probably heard a lot about them already. Not a whole lot I can say on that matter except that they are far more fun than any of the other boss fights I have been involved with in this game up to this point. Fight them. Relish them, but remember that they are common throughout this game. If I had a nickel for every time I came out of fast travel and had to save a town, I wouldn’t have much money, because I don't think I've killed more than 20 dragons, and only like half those attacked towns. But I still feel like a boss.
Last, the main quest. I'm not going to get too much into this, because I honestly haven't done much with it. This shouldn't be a problem for many fans of the series, as no one really plays through it. From what I've seen of other people playing it, it is greatly improved story wise from Oblivion. What I can tell you is that guilds are back, with the Fighter's Guild and Mage's Guild being replaced by awesome. Dark Brotherhood is more disturbing than ever, and the Thieves Guild is... changed...
While a great game in and of itself, it stacks up with the best of the Elder Scrolls series. If you enjoyed any of those, give it a shot. It's definitely the best entry in the series. If you didn't, check it out anyway. Enough has changed that you may find yourself a new fan.
31 January 2008 - Postbage from the Hedge
Posted by Donut Juice on January 31st, 2008, 1:26 pm. Category: RuneScape News
Runescape.com wrote:
Postie Pete has recovered from his New Year's Party just in time to dash around to RuneScape's denizens with your letters.
This month, Reldo sheds light on some mysterious symbols around RuneScape, the master of Castle Wars comments on fashion, and we finally find out what chinchompas do in their spare time...
Pete wants to let you know that the druids of Taverley are very interested in your animal artwork at the moment. If you have a favourite RuneScape monster, animal or beast then get drawing and send it in!
This month, Reldo sheds light on some mysterious symbols around RuneScape, the master of Castle Wars comments on fashion, and we finally find out what chinchompas do in their spare time...
Pete wants to let you know that the druids of Taverley are very interested in your animal artwork at the moment. If you have a favourite RuneScape monster, animal or beast then get drawing and send it in!
31 January 2008 - Lores and Histories
Posted by Donut Juice on January 31st, 2008, 1:25 pm. Category: RuneScape News
Runescape.com wrote:
Those avid readers of the Postbag from the Hedge and the Lores and Histories will know that Reldo never ceases in his hunt for classic literature, informative texts and amusing tales, and now he's finished restoring a truly classic text dating from the last days of the Fourth Age.
The Excellent Log of the Journeys and Tribulations of Samuel Scourduel is the diary of an intrepid explorer from the days before exploration was common and is an interesting example of humankind's first encounters with some of the stranger inhabitants of RuneScape. It's a hefty tome, though, so Reldo has decided to build the anticipation by only releasing the first two of the four entries for now.
So, how did the gnomes react upon meeting a tall man from Varrock? Were the TzHaar shocked to discover that not all the beings on RuneScape were made of stone? Click here to find out more about the remarkable Samuel Scourduel.
The Excellent Log of the Journeys and Tribulations of Samuel Scourduel is the diary of an intrepid explorer from the days before exploration was common and is an interesting example of humankind's first encounters with some of the stranger inhabitants of RuneScape. It's a hefty tome, though, so Reldo has decided to build the anticipation by only releasing the first two of the four entries for now.
So, how did the gnomes react upon meeting a tall man from Varrock? Were the TzHaar shocked to discover that not all the beings on RuneScape were made of stone? Click here to find out more about the remarkable Samuel Scourduel.
30 January 2008 - Login Changes to the Website
Posted by Martin on January 30th, 2008, 11:17 am. Category: RuneScape News
Jagex wrote:
Moving from one RuneScape website feature to another often required you to repeatedly enter your username and password. For example, posting a message on the Forums, accessing QuestHelp and setting your recovery questions meant entering your details on three separate occasions.
We want to encourage you to use these features, so we have made some improvements to how you login to the RuneScape website. Now, you will only have to enter your username and password once when using the majority of our website features. Logging into the game will still require your username and password.
The site-wide login is available for:
* Reporting a bug/fault
* Posting in the Forums
* Viewing your friends' Hiscores
* Changing your password
* Voting in a poll
* Finding hints for a quest in the QuestHelp system
* Modifying your recovery questions
For security reasons, the site-wide login does not affect the following, and you will still have to enter your details to access them:
* Setting up a subscription
* Logging into RuneScape
* Appealing an offence
* Visiting the pmod centre
We would like to remind you that your password should only be entered on http://www.runescape.com. Some websites attempt to look similar to RuneScape. Don't trust a site just because it looks official.
We have also made some graphical changes to the offence appeal, ticketing system, password history and recovery questions pages, so that they fit in with the recent Billing System rework.
We want to encourage you to use these features, so we have made some improvements to how you login to the RuneScape website. Now, you will only have to enter your username and password once when using the majority of our website features. Logging into the game will still require your username and password.
The site-wide login is available for:
* Reporting a bug/fault
* Posting in the Forums
* Viewing your friends' Hiscores
* Changing your password
* Voting in a poll
* Finding hints for a quest in the QuestHelp system
* Modifying your recovery questions
For security reasons, the site-wide login does not affect the following, and you will still have to enter your details to access them:
* Setting up a subscription
* Logging into RuneScape
* Appealing an offence
* Visiting the pmod centre
We would like to remind you that your password should only be entered on http://www.runescape.com. Some websites attempt to look similar to RuneScape. Don't trust a site just because it looks official.
We have also made some graphical changes to the offence appeal, ticketing system, password history and recovery questions pages, so that they fit in with the recent Billing System rework.
29 January 2008 - As a First Resort...
Posted by Freeasacar on January 29th, 2008, 8:23 am. Category: RuneScape News
Runescape.com wrote:
Having travelled to the ogre town of Oo'glog, Balnea could not have expected such an irresistible business opportunity. The town may be full of annoying bugs and surly ogresses, but it's also home to some rather miraculous pools!
These pools seem to have all manner of benefits to health and performance; with this in mind, Balnea has become determined to change the primitive encampment into a luxurious health spa! Unfortunately, managing a team of ogres has proven more of a challenge than Balnea bargained for and she could use your help to get the spa up and running.
It certainly won't be easy: bugs circle the spa pools, the hotel owner seems to think that slabs of beef make good pillows and the local chef couldn't rustle up the simplest of recipes. Resolve these issues, however, and you'll have access to the full range of Oo'glog's offerings, including shops, spa pools, ogre wigs, mud packs and the ability to trap three new Hunter creatures. Keen woodcutters will also find a new tree - the eucalyptus.
Summary
Where to start As a First Resort...
Speak to Chief Tess in the centre of Oo'glog.
Requirements to complete As a First Resort...
Big Chompy Bird Hunting
Zogre Flesh Eaters
Hunter level of 48
Firemaking level of 51
Woodcutting level of 58
Access to:
A whole new area, the size of Lunar Isle
Three new Hunter creatures
A new Summoning pet
A new type of tree
A host of other rewards!
In other news...
As many of you have pointed out on the Forums, some creatures were dropping lots of charms while others rarely dropped them. These were, frankly, bugs and something that we needed to fix; so, this week, we have fixed them. The charms you get from defeating monsters will now be more suitable and balanced, based more on the creature's Combat level.
We're not only fixing charm bugs, we're giving you more opportunities to get hold of them too. Charm drops have been added to some of the Slayer-related creatures, so that you can stock up on your Summoning pouch ingredients while on Slayer tasks. Keep your eye out for more charm-dropping creatures in the future.
We've fixed an issue that sometimes caused players to appear to disappear in Clan Wars. This was only happening in some areas and has been changed so players wont vanish anymore!
The one-dose Zamorak potion wasn't behaving in the same manner as the other versions. This has been corrected so that all doses give you the same benefits.
Rings of life will no longer teleport you out of Clan Wars when you're low on Hitpoints. This is a safe minigame, so there was no need for it to teleport you to safety.
These pools seem to have all manner of benefits to health and performance; with this in mind, Balnea has become determined to change the primitive encampment into a luxurious health spa! Unfortunately, managing a team of ogres has proven more of a challenge than Balnea bargained for and she could use your help to get the spa up and running.
It certainly won't be easy: bugs circle the spa pools, the hotel owner seems to think that slabs of beef make good pillows and the local chef couldn't rustle up the simplest of recipes. Resolve these issues, however, and you'll have access to the full range of Oo'glog's offerings, including shops, spa pools, ogre wigs, mud packs and the ability to trap three new Hunter creatures. Keen woodcutters will also find a new tree - the eucalyptus.
Summary
Where to start As a First Resort...
Speak to Chief Tess in the centre of Oo'glog.
Requirements to complete As a First Resort...
Big Chompy Bird Hunting
Zogre Flesh Eaters
Hunter level of 48
Firemaking level of 51
Woodcutting level of 58
Access to:
A whole new area, the size of Lunar Isle
Three new Hunter creatures
A new Summoning pet
A new type of tree
A host of other rewards!
In other news...
As many of you have pointed out on the Forums, some creatures were dropping lots of charms while others rarely dropped them. These were, frankly, bugs and something that we needed to fix; so, this week, we have fixed them. The charms you get from defeating monsters will now be more suitable and balanced, based more on the creature's Combat level.
We're not only fixing charm bugs, we're giving you more opportunities to get hold of them too. Charm drops have been added to some of the Slayer-related creatures, so that you can stock up on your Summoning pouch ingredients while on Slayer tasks. Keep your eye out for more charm-dropping creatures in the future.
We've fixed an issue that sometimes caused players to appear to disappear in Clan Wars. This was only happening in some areas and has been changed so players wont vanish anymore!
The one-dose Zamorak potion wasn't behaving in the same manner as the other versions. This has been corrected so that all doses give you the same benefits.
Rings of life will no longer teleport you out of Clan Wars when you're low on Hitpoints. This is a safe minigame, so there was no need for it to teleport you to safety.
More charms is always good. Temp guide below, feel free to contribute.
Hidden:
23 January 2008 - Wallpapers - Castle Wars
Posted by ZxC on January 23rd, 2008, 10:31 am. Category: RuneScape News
Jagex.com wrote:
The Castle Wars minigame is a place to prove your mettle against others, fight for the honour of the gods and bask in the glory of victory. We've added an action-packed new wallpaper to the Downloads and Wallpapers section, showing the followers of Saradomin and Zamorak engaged in a pitched Castle Wars battle!
Yay for flathead girl?
The perspective is quite nice tho
22 January 2008 - Pawya and Grenwall Hunter Creatures
Posted by Tal Set 65 on January 22nd, 2008, 6:31 am. Category: RuneScape News
Runescape.com wrote:
The pine forests of Isafdar provide a fresh hunting ground for intrepid box-trappers. Two recently-discovered beasts have survived by avoiding the traps, pits and dire wolves of Isafdar, so will prove pretty elusive, even for experienced and knowledgeable hunters.
Pawyas are timid creatures that scour the forest in search of fruit to eat, hiding underground at the slightest noise. It is rumoured that they are particularly fond of papaya - something of a rare commodity in their native environment.
Grenwalls, on the other hand, are carnivores with limitless appetites and a prickly attitude. They will compete with you by hunting and devouring any pawya unfortunate enough to cross their path. In order to outwit these tricky critters, experienced hunters will need to hone their skills by using a suitable bait to trap them...
Those who do succeed in trapping a grenwall will have access to a hefty slice of XP, as well as the spines that cover the creature's body. Their tough, rigid nature makes them ideal for use as arrow shafts. In particular, the proprietors of the Yanille and Nardah Hunter stores are extremely keen to get their mitts on these items, so there may be some profit in it for you.
Summary
Where to find the pawya and grenwall:
Various locations in Isafdar.
Requirements:
Pawya: Level 66 Hunter, papaya as bait
Grenwall: Level 77 Hunter, raw pawya meat as bait
Access to:
Two new high-level Hunter creatures
Large amounts of Hunter XP for each catch
--------------------------------------------------------------------------------
In other news...
We've added a new fruit tree patch in Lletya. This is particularly useful for those who wish to grow papaya as pawya bait.
Pawyas are timid creatures that scour the forest in search of fruit to eat, hiding underground at the slightest noise. It is rumoured that they are particularly fond of papaya - something of a rare commodity in their native environment.
Grenwalls, on the other hand, are carnivores with limitless appetites and a prickly attitude. They will compete with you by hunting and devouring any pawya unfortunate enough to cross their path. In order to outwit these tricky critters, experienced hunters will need to hone their skills by using a suitable bait to trap them...
Those who do succeed in trapping a grenwall will have access to a hefty slice of XP, as well as the spines that cover the creature's body. Their tough, rigid nature makes them ideal for use as arrow shafts. In particular, the proprietors of the Yanille and Nardah Hunter stores are extremely keen to get their mitts on these items, so there may be some profit in it for you.
Summary
Where to find the pawya and grenwall:
Various locations in Isafdar.
Requirements:
Pawya: Level 66 Hunter, papaya as bait
Grenwall: Level 77 Hunter, raw pawya meat as bait
Access to:
Two new high-level Hunter creatures
Large amounts of Hunter XP for each catch
--------------------------------------------------------------------------------
In other news...
We've added a new fruit tree patch in Lletya. This is particularly useful for those who wish to grow papaya as pawya bait.
Welcome to our new "old" home!
Posted by Henner on January 20th, 2008, 2:11 pm. Category: RuneVillage News
The move is complete. RuneVillage is now all on one server.
This move will help reflect our true user "hits" and was needed for RV2.
Regretly, some posts have been lost in the move since this database copy is about 4 hours old. But we needed to take what we got since moving a database of our size, is not easy nor fun.
If you experience any errors, please let me know.
Enjoy!
This move will help reflect our true user "hits" and was needed for RV2.
Regretly, some posts have been lost in the move since this database copy is about 4 hours old. But we needed to take what we got since moving a database of our size, is not easy nor fun.
If you experience any errors, please let me know.
Enjoy!
RuneVillage's P2P Clan Wars Trip -Over thanks for coming!
Posted by Simons Pure on January 18th, 2008, 12:45 pm. Category: Global announcement
Runevillage's official P2P clan wars trip
Hosted by Simons_Pure,Malkin and Jimmybe
Date:Saturday 26TH January
Time:Meet at 9:45pm, start at 10PM for late comers (GMT time)
World:104
Meeting place:Clan wars, You can walk up from Edgeville/Varrock or tele using a games necklace
]More info
We will have 3 rounds to determine the best team, all forms of combat can be used, Melee,range,Magic,Prayer,Summoning.
Food will not be allowed as it will require us walking to Bounty hunter to bank for more.
There will be a 3 minute interval between each battle so teams can organise there strategies
A guide of clan wars can be found Here
Teams
Team A--Will wear Team 46 cape (Red and black) Will be handed out at clan wars
Leader:Jimmybe-Jimmybe-110
Purez_Skillz-Purez_Skillz-109
--Skulled robe--Skulled robe--95
--rockrocks--Freedom Kid7--91
--J@nr0k--Janrok--102
--Shadow7--Shadow7--126
--Ges2--Ges2--104
--Caedo--Marik451-92
Team B--Will wear Team 26 cape (Blue and white) Will be handed out at clan wars
Leader:Malkin--PmgInc--92
--Muller21--Muller21--Level 80
--Stimpy--Stimpius2004--116
--evacuator--Grackman--127
--Toa--Mage4mad--87
--Don Toboy--Xtoboyx-123
--Zinyx--Zinyx--88
--Halley92--Halley92--93
Application form
Runescape name:
Combat level:
How sure are you that you can make it:
I look forward to seeing you all there.
Hosted by Simons_Pure,Malkin and Jimmybe
Date:Saturday 26TH January
Time:Meet at 9:45pm, start at 10PM for late comers (GMT time)
World:104
Meeting place:Clan wars, You can walk up from Edgeville/Varrock or tele using a games necklace
]More info
We will have 3 rounds to determine the best team, all forms of combat can be used, Melee,range,Magic,Prayer,Summoning.
Food will not be allowed as it will require us walking to Bounty hunter to bank for more.
There will be a 3 minute interval between each battle so teams can organise there strategies
A guide of clan wars can be found Here
Teams
Team A--Will wear Team 46 cape (Red and black) Will be handed out at clan wars
Leader:Jimmybe-Jimmybe-110
Purez_Skillz-Purez_Skillz-109
--Skulled robe--Skulled robe--95
--rockrocks--Freedom Kid7--91
--J@nr0k--Janrok--102
--Shadow7--Shadow7--126
--Ges2--Ges2--104
--Caedo--Marik451-92
Team B--Will wear Team 26 cape (Blue and white) Will be handed out at clan wars
Leader:Malkin--PmgInc--92
--Muller21--Muller21--Level 80
--Stimpy--Stimpius2004--116
--evacuator--Grackman--127
--Toa--Mage4mad--87
--Don Toboy--Xtoboyx-123
--Zinyx--Zinyx--88
--Halley92--Halley92--93
Application form
Runescape name:
Combat level:
How sure are you that you can make it:
I look forward to seeing you all there.
Yes it is true! There are newly appointed Legends among us. I was hoping to get this announcement out a couple of weeks ago, but that didn't happen. At least it is better late than never...
...So without further ado here is the list of new legends.
Aragorn Ix
Caedo
Faz
Junesetsfire
reggie
Stalesoul
Tal Set 65
Willowguy
ZinyX
Zizi
ZxC
...So without further ado here is the list of new legends.
Aragorn Ix
Caedo
Faz
Junesetsfire
reggie
Stalesoul
Tal Set 65
Willowguy
ZinyX
Zizi
ZxC
17 January 2008 - Grand Exchange Changes
Posted by Paidea on January 17th, 2008, 3:06 pm. Category: RuneScape News
Quote:
A couple of changes have been made to the Grand Exchange, so that item prices can more accurately reflect player demand.
Maximum price cap change
Many non-stacking items are considered to be worth more than they cost in a shop. This is because it can take a long time to ferry these items from the shop to your bank. The Grand Exchange will now account for this, and therefore the maximum price cap for these items has been raised.
Minimum price cap change
The Grand Exchange previously capped the minimum price of items at the amount you could get from a shop, but failed to account for the fact that when selling in bulk the shops would give much less. This has now been fixed, the result of which is that for certain items, the minimum price cap on the Grand Exchange has been lowered.
Maximum price cap change
Many non-stacking items are considered to be worth more than they cost in a shop. This is because it can take a long time to ferry these items from the shop to your bank. The Grand Exchange will now account for this, and therefore the maximum price cap for these items has been raised.
Minimum price cap change
The Grand Exchange previously capped the minimum price of items at the amount you could get from a shop, but failed to account for the fact that when selling in bulk the shops would give much less. This has now been fixed, the result of which is that for certain items, the minimum price cap on the Grand Exchange has been lowered.
17 January 2008 - Summoning Changes
Posted by ZinyX on January 17th, 2008, 3:02 pm. Category: RuneScape News
RuneScape.com wrote:
Having read your feedback on the Forums, we planned a change to the price of Summoning shards. Today, this change has been made, alongside a few others...
Shard Price Reduction:
The price of shards has halved, taking them from 50gp to 25gp. You may purchase these shards from Pikkupstix in Taverley.
Shard Returns:
Those of you who purchased shards at 50gp will not be disappointed. When you next log into the game, we will calculate approximately how many spirit shards you have bought and used at the increased price. Pikkupstix will then offer you an appropriate number of spirit shards. This is to compensate you for the reduction in price.
Increase to Grand Exchange Buy Limits:
Many of Summoning's secondary ingredients were not classed as raw materials on the Grand Exchange. This meant that players were limited to selling 100 of any item at one time. This cap has been lifted and you can now buy or sell Summoning secondary ingredients in larger quantities.
Secondary Item Price Changes:
We have revised the prices of several Summoning secondary items on the Grand Exchange. Demand has increased for several of these items, so the Grand Exchange now reflects this. Examples include:
* Vampire dust
* Swamp toads
* Wolf bones
The examples mentioned here have increased to 200gp each, although other secondary items may have different values. Additionally, the value of these secondary items may increase or decrease by more than the normal 5% Grand Exchange margins.
Object Config Price Changes:
We have amended the object prices of several Summoning pouches, so that they are based on their shard requirements.
Reminder About Summoning Costs:
A lot of people are looking at the skill and calculating how many shards they are going to need to level it up, multiplying that by the cost per shard, and coming to the conclusion that raising Summoning to 99 is going to be very expensive.
The key point, that is easy to miss, is the fact that completed pouches are extremely powerful. They aren't just junk to throw away! In fact, you can make at least as much money from using a completed pouch as it costs to make in the first place. For example, if you summon a creature to fight alongside you, the increased rate at which you can collect monster drops balances out against the initial cost of the pouch.
If you summon a creature to carry items for you, the increased rate at which you can runecraft, or collect items, gives you back as much money as the pouch cost. These are just two examples of the countless ways that the Summoning skill can help you make money more effectively. We had to make the cost high, because the rewards are so high!
Shard Price Reduction:
The price of shards has halved, taking them from 50gp to 25gp. You may purchase these shards from Pikkupstix in Taverley.
Shard Returns:
Those of you who purchased shards at 50gp will not be disappointed. When you next log into the game, we will calculate approximately how many spirit shards you have bought and used at the increased price. Pikkupstix will then offer you an appropriate number of spirit shards. This is to compensate you for the reduction in price.
Increase to Grand Exchange Buy Limits:
Many of Summoning's secondary ingredients were not classed as raw materials on the Grand Exchange. This meant that players were limited to selling 100 of any item at one time. This cap has been lifted and you can now buy or sell Summoning secondary ingredients in larger quantities.
Secondary Item Price Changes:
We have revised the prices of several Summoning secondary items on the Grand Exchange. Demand has increased for several of these items, so the Grand Exchange now reflects this. Examples include:
* Vampire dust
* Swamp toads
* Wolf bones
The examples mentioned here have increased to 200gp each, although other secondary items may have different values. Additionally, the value of these secondary items may increase or decrease by more than the normal 5% Grand Exchange margins.
Object Config Price Changes:
We have amended the object prices of several Summoning pouches, so that they are based on their shard requirements.
Reminder About Summoning Costs:
A lot of people are looking at the skill and calculating how many shards they are going to need to level it up, multiplying that by the cost per shard, and coming to the conclusion that raising Summoning to 99 is going to be very expensive.
The key point, that is easy to miss, is the fact that completed pouches are extremely powerful. They aren't just junk to throw away! In fact, you can make at least as much money from using a completed pouch as it costs to make in the first place. For example, if you summon a creature to fight alongside you, the increased rate at which you can collect monster drops balances out against the initial cost of the pouch.
If you summon a creature to carry items for you, the increased rate at which you can runecraft, or collect items, gives you back as much money as the pouch cost. These are just two examples of the countless ways that the Summoning skill can help you make money more effectively. We had to make the cost high, because the rewards are so high!
17th January 2008-Players' gallery
Posted by Simons Pure on January 17th, 2008, 1:03 pm. Category: RuneScape News
Quote:
If your New Year was as hectic as Postie Pete's, then you should take some time out and relax with this month's Players' Gallery...
There are plenty of ideas for taking it easy in this Gallery: have a break by hunting chinchompas, chill out under the stars or spend some time with a friend.
Pete also wants to let you know that the druids of Taverley are very interested in your animal artwork at the moment. If you have a favourite RuneScape monster, animal or beast then get drawing and send it in.
There are plenty of ideas for taking it easy in this Gallery: have a break by hunting chinchompas, chill out under the stars or spend some time with a friend.
Pete also wants to let you know that the druids of Taverley are very interested in your animal artwork at the moment. If you have a favourite RuneScape monster, animal or beast then get drawing and send it in.
16th January 2008-Summoning balancing
Posted by Simons Pure on January 16th, 2008, 1:55 pm. Category: RuneScape News
Runescape.com wrote:
We've noticed that a few players are worried that the summoning skill costs a lot of gp to level. However after carefully double-checking the figures, we really don't believe this is the case!
A lot of people are looking at the skill and calculating how many shards they are going to need to level it up, multiplying that by the cost per shard, and coming to the conclusion that it's going to be very expensive.
However the key point that is easy to miss is the fact that the completed pouches themselves are extremely powerful. They aren't just junk to throw away! In fact, you can make at least as much money from using the completed pouch as it costs to make in the first place. For example, if you summon a creature to fight alongside you, the increased rate at which you can collect monster drops as a result balances out against the initial cost of the pouch. Or if you summon a creature to carry items for you, the increased rate at which you can runecraft, or collect items gives you back as much money as the pouch cost. These are just two examples of the countless ways the summoning skill can help you make money more effectively. We had to make the cost high, because the rewards are so high!
At the moment all our calculations show that if you use the pouches effectively, (with the possible exception of the very early pouches), you can make back the cost of the pouch by the increased productivity it gives. Therefore the actual net cost of levelling this skill works out at zero! That’s significantly cheaper than, say, construction.
That's pretty good anyway, but we've decided we want to make this a really rewarding skill, and it's time we had another good money making skill in the game. Therefore later this week we are planning on halving the cost of shards. After this the amount you can make from using a pouch will be far more than it costs to make, and you will be able to make a tidy profit. In fact we calculate this will then make summoning one of the best ways of making money in the game, but only if you actually use the pouches! Finally, to make sure that reducing the cost of shards isn't unfair on early levelling, we will make sure that people who have already purchased shards will automatically either get some gold back, or receive extra shards so they have effectively paid the new price.
A lot of people are looking at the skill and calculating how many shards they are going to need to level it up, multiplying that by the cost per shard, and coming to the conclusion that it's going to be very expensive.
However the key point that is easy to miss is the fact that the completed pouches themselves are extremely powerful. They aren't just junk to throw away! In fact, you can make at least as much money from using the completed pouch as it costs to make in the first place. For example, if you summon a creature to fight alongside you, the increased rate at which you can collect monster drops as a result balances out against the initial cost of the pouch. Or if you summon a creature to carry items for you, the increased rate at which you can runecraft, or collect items gives you back as much money as the pouch cost. These are just two examples of the countless ways the summoning skill can help you make money more effectively. We had to make the cost high, because the rewards are so high!
At the moment all our calculations show that if you use the pouches effectively, (with the possible exception of the very early pouches), you can make back the cost of the pouch by the increased productivity it gives. Therefore the actual net cost of levelling this skill works out at zero! That’s significantly cheaper than, say, construction.
That's pretty good anyway, but we've decided we want to make this a really rewarding skill, and it's time we had another good money making skill in the game. Therefore later this week we are planning on halving the cost of shards. After this the amount you can make from using a pouch will be far more than it costs to make, and you will be able to make a tidy profit. In fact we calculate this will then make summoning one of the best ways of making money in the game, but only if you actually use the pouches! Finally, to make sure that reducing the cost of shards isn't unfair on early levelling, we will make sure that people who have already purchased shards will automatically either get some gold back, or receive extra shards so they have effectively paid the new price.
A new forum to place your General Videos
Posted by Henner on January 15th, 2008, 8:47 pm. Category: RuneVillage News
As suggested by Spelda, whydidijoin, Don Toboy, and support from many other users and moderators. We have created a forum to post all your general videos.
All the videos you would normally post in general pictures, will now go into general videos. Music videos, movie trailers, etc. will still be posted in Media Mansion. If the video has a main discussion point of RuneScape, it will go in General Discussion.
All the videos you would normally post in general pictures, will now go into general videos. Music videos, movie trailers, etc. will still be posted in Media Mansion. If the video has a main discussion point of RuneScape, it will go in General Discussion.
15 January 2008 - Chaos Tunnels, Interface Improvements And
Posted by Dark Paladin on January 15th, 2008, 12:24 pm. Category: RuneScape News
Jagex Ltd wrote:
Chaos Tunnels
Recent earthquakes have opened rifts in the areas north of Edgeville, and the townsfolk have sent out explorers to discover what lies below. Setting ropes down so others can follow them, these explorers have disappeared, leaving no trace. It has fallen to you to enter these Chaos Tunnels, where the laws of physics do not break, but bend into all sorts of strange and curious shapes.
Have a care to arm yourself well and take a means of quick escape, as the Tunnels are treacherous and deadly, and it should be noted that dragons reside here. The creatures of the Chaos Tunnels have learned the value of attacking in numbers, and will not hesitate to join forces in an attempt to eat, destroy or even set fire to those who cross their paths.
It is not only the creatures that throw obstacles in your way. The portals that link the various tunnels are infused with chaos, and have a tendency to send you to the strangest of locations!
The Chaos Tunnels are multicombat, and an ideal place for the stout of heart and strong of body to hone their Summoning skills, as well as their Magic, Ranged or melee. A warning to you: although you may wish to attempt the dungeon alone, death will come swiftly to the ill-prepared!
Summary
Where to begin exploring the Chaos Tunnels
There are five entrances in the lower levels of the Wilderness.
Requirements
This is a multicombat area with lots of creatures - including dragons - and chaotic portals. Only the boldest should apply!
Access to:
43 types of creature for you to sharpen your claws on!
A huge members-only area the size of Mos Le'Harmless.
Taverley Graphical Update
The druids and buildings of Taverley have been given a makeover! No stone has been left unturned and used as walls, tables and other furniture in this great reworked region.
Interface Update
You may notice some changes to the interface area around the minimap. We've added some new icons so you can easily see your Hitpoints, run energy, Prayer points and Summoning points (if you are a member and have completed Wolf Whistle). The Hitpoints icon will flash if you're below 25% of your total. The logout button has moved to the top-right of the interface and Clan Chat has taken its place.
The side interface has also been adjusted to allow for Summoning additions - but only if you are a member. There is now a Summoning icon on the top-right of your screen, by your minimap, your Summoning interface button is on the bottom-left of the lower toolbar, while the stats section contains the Summoning icon and your Summoning skill level.
Moggies (also known as cats in some parts of the world) now all use the animated Summoning interface to help you keep track of their hunger and size.
64 Extra Bank Spaces!
Due to the large number of items introduced with Summoning, we've increased the amount of members' bank space. This has increased by 64 spaces to allow you to store more items!
Summoning Changes
Many existing items in game have had Summoning defence bonuses added. For more information, and to see which items have changed, head over to the Knowledge Base. The maximum Combat Level has also been increased to 138, as mentioned in the Summoning newspost. This is only visible on members' worlds.
As Summoning has been released, we've updated various minigames to incorporate the familiars. You should be able to take them into the TzHaar Fight Pits, Castle Wars, Bounty Hunter and Clan Wars. Summoning is now an option for duelling, and some of the Duel Tournaments will be Summoning-enabled! Wait times between Duel Tournaments have also been reduced to seven minutes.
The Clan Wars and Bounty Hunter minigames have been added as options to the games necklace. You should now be able to teleport close to these minigame starting locations.
Recent earthquakes have opened rifts in the areas north of Edgeville, and the townsfolk have sent out explorers to discover what lies below. Setting ropes down so others can follow them, these explorers have disappeared, leaving no trace. It has fallen to you to enter these Chaos Tunnels, where the laws of physics do not break, but bend into all sorts of strange and curious shapes.
Have a care to arm yourself well and take a means of quick escape, as the Tunnels are treacherous and deadly, and it should be noted that dragons reside here. The creatures of the Chaos Tunnels have learned the value of attacking in numbers, and will not hesitate to join forces in an attempt to eat, destroy or even set fire to those who cross their paths.
It is not only the creatures that throw obstacles in your way. The portals that link the various tunnels are infused with chaos, and have a tendency to send you to the strangest of locations!
The Chaos Tunnels are multicombat, and an ideal place for the stout of heart and strong of body to hone their Summoning skills, as well as their Magic, Ranged or melee. A warning to you: although you may wish to attempt the dungeon alone, death will come swiftly to the ill-prepared!
Summary
Where to begin exploring the Chaos Tunnels
There are five entrances in the lower levels of the Wilderness.
Requirements
This is a multicombat area with lots of creatures - including dragons - and chaotic portals. Only the boldest should apply!
Access to:
43 types of creature for you to sharpen your claws on!
A huge members-only area the size of Mos Le'Harmless.
Taverley Graphical Update
The druids and buildings of Taverley have been given a makeover! No stone has been left unturned and used as walls, tables and other furniture in this great reworked region.
Interface Update
You may notice some changes to the interface area around the minimap. We've added some new icons so you can easily see your Hitpoints, run energy, Prayer points and Summoning points (if you are a member and have completed Wolf Whistle). The Hitpoints icon will flash if you're below 25% of your total. The logout button has moved to the top-right of the interface and Clan Chat has taken its place.
The side interface has also been adjusted to allow for Summoning additions - but only if you are a member. There is now a Summoning icon on the top-right of your screen, by your minimap, your Summoning interface button is on the bottom-left of the lower toolbar, while the stats section contains the Summoning icon and your Summoning skill level.
Moggies (also known as cats in some parts of the world) now all use the animated Summoning interface to help you keep track of their hunger and size.
64 Extra Bank Spaces!
Due to the large number of items introduced with Summoning, we've increased the amount of members' bank space. This has increased by 64 spaces to allow you to store more items!
Summoning Changes
Many existing items in game have had Summoning defence bonuses added. For more information, and to see which items have changed, head over to the Knowledge Base. The maximum Combat Level has also been increased to 138, as mentioned in the Summoning newspost. This is only visible on members' worlds.
As Summoning has been released, we've updated various minigames to incorporate the familiars. You should be able to take them into the TzHaar Fight Pits, Castle Wars, Bounty Hunter and Clan Wars. Summoning is now an option for duelling, and some of the Duel Tournaments will be Summoning-enabled! Wait times between Duel Tournaments have also been reduced to seven minutes.
The Clan Wars and Bounty Hunter minigames have been added as options to the games necklace. You should now be able to teleport close to these minigame starting locations.
15 January 2008 - Summoning!
Posted by Zizi on January 15th, 2008, 9:51 am. Category: RuneScape News
Runescape.com wrote:
Strange obelisks have been spotted underground and in the farthest reaches of RuneScape. What could they be for? Who put them there? And what do they have to do with our new members-only skill, Summoning?
One obelisk in particular has been causing trouble for Taverley's most well-known summoner, Pikkupstix, as a giant wolpertinger has used it to break free from the spirit plane. This pesky rabbit, wolf, reindeer...thing is now munching on Pikkupstix's bedclothes, and the druid needs your help to do a spot of banishing...
So begins this week's Wolf Whistle quest, which you will need to complete if you wish to start training the Summoning skill, in much the same way as Druidic Ritual opens up the Herblore skill.
To get more information on how to start Summoning, visit the Summoning - The Basics page in our Knowledge Base.
Once you have completed the Wolf Whistle quest, you can begin raising your stats on your way to the Summoning skillcape! Some of the familiars you summon can help in combat, healing you or attacking with claws, paws, missiles or magic. This is reflected in an increase to the maximum Combat level, taking it to 138. This increased Combat level is not visible on free worlds.
Other familiars aid you outside of combat, including the ability to store items for you - like the pack yak, which acts as a temporary bank for 10 of your items. Some have slightly...stranger effects. Might 'Fish Rain' interest you?
New creatures - barker toad and bunyip - share room with those that are more 'familiar', like the smoke devil (the relative of the dust devil) and the spirit dagannoth. Those with a high enough Summoning level will even be able to talk to them - but beware, they aren't used to talking to humans...
You will recognise many familiars from previous newsposts, wallpapers, Development Diaries and Postbags from the Hedge, while others will be a complete surprise! There is such a wealth of familiars - 53 in fact - that it'll take months for even the most persistent to master their abilities, special moves and Summoning requirements.
In addition, high-level Summoners will unlock an array of 22 new pets. New dogs are at the lowest level, while the hardest pet to tame is...drum-roll...a dragon!
Phew! There is barely a moment to remind you of the extra batch of Summoning familiars and pets coming next month. If you think some of the creatures in this update are big, wait till you see what February brings...
Summary
One obelisk in particular has been causing trouble for Taverley's most well-known summoner, Pikkupstix, as a giant wolpertinger has used it to break free from the spirit plane. This pesky rabbit, wolf, reindeer...thing is now munching on Pikkupstix's bedclothes, and the druid needs your help to do a spot of banishing...
So begins this week's Wolf Whistle quest, which you will need to complete if you wish to start training the Summoning skill, in much the same way as Druidic Ritual opens up the Herblore skill.
To get more information on how to start Summoning, visit the Summoning - The Basics page in our Knowledge Base.
Once you have completed the Wolf Whistle quest, you can begin raising your stats on your way to the Summoning skillcape! Some of the familiars you summon can help in combat, healing you or attacking with claws, paws, missiles or magic. This is reflected in an increase to the maximum Combat level, taking it to 138. This increased Combat level is not visible on free worlds.
Other familiars aid you outside of combat, including the ability to store items for you - like the pack yak, which acts as a temporary bank for 10 of your items. Some have slightly...stranger effects. Might 'Fish Rain' interest you?
New creatures - barker toad and bunyip - share room with those that are more 'familiar', like the smoke devil (the relative of the dust devil) and the spirit dagannoth. Those with a high enough Summoning level will even be able to talk to them - but beware, they aren't used to talking to humans...
You will recognise many familiars from previous newsposts, wallpapers, Development Diaries and Postbags from the Hedge, while others will be a complete surprise! There is such a wealth of familiars - 53 in fact - that it'll take months for even the most persistent to master their abilities, special moves and Summoning requirements.
In addition, high-level Summoners will unlock an array of 22 new pets. New dogs are at the lowest level, while the hardest pet to tame is...drum-roll...a dragon!
Phew! There is barely a moment to remind you of the extra batch of Summoning familiars and pets coming next month. If you think some of the creatures in this update are big, wait till you see what February brings...
Summary
Quote:
Where to start Wolf Whistle
Pikkupstix's house in the centre of Taverley.
Requirements to complete Wolf Whistle
None!
Access to:
A new members-only skill!
Over 70 new creatures
A new maximum Combat level of 138 for members
Many new Summoning NPCs and items
A Summoning skillcape for the very best
Pikkupstix's house in the centre of Taverley.
Requirements to complete Wolf Whistle
None!
Access to:
A new members-only skill!
Over 70 new creatures
A new maximum Combat level of 138 for members
Many new Summoning NPCs and items
A Summoning skillcape for the very best
14 January 2008 - New Account Recovery System
Posted by Boa on January 14th, 2008, 6:48 am. Category: RuneScape News
Quote:
We have overhauled the account recovery system to make completing the request form easier and recovering a lost account faster.
We hope you will find this new system simpler to use, which will allow us to more accurately recover your account. The links to access the system from the front page have remained unchanged, however they will now take you to a login form similar to all the other login forms on our website, except it will not require a password to proceed. Additionally, the pages have been re-designed in the style of the new billing system which we launched at the end of last year.
As part of the upgrade to the new system we have slightly changed how we handle locked accounts. Previously, when a locked account was appealed we answered the appeal as soon as possible. Under the new system lock appeals will be held for up to 3 days to allow any other players contesting the account to appeal as well. This change will allow us to secure compromised accounts more effectively. Standard forgotten or lost password appeals are not affected by this and will continue to be answered as quickly as possible.
Users with 'Tracking IDs' from the previous account recovery system should find that they work correctly with the new system.
We hope you will find this new system simpler to use, which will allow us to more accurately recover your account. The links to access the system from the front page have remained unchanged, however they will now take you to a login form similar to all the other login forms on our website, except it will not require a password to proceed. Additionally, the pages have been re-designed in the style of the new billing system which we launched at the end of last year.
As part of the upgrade to the new system we have slightly changed how we handle locked accounts. Previously, when a locked account was appealed we answered the appeal as soon as possible. Under the new system lock appeals will be held for up to 3 days to allow any other players contesting the account to appeal as well. This change will allow us to secure compromised accounts more effectively. Standard forgotten or lost password appeals are not affected by this and will continue to be answered as quickly as possible.
Users with 'Tracking IDs' from the previous account recovery system should find that they work correctly with the new system.
As you all know RuneVillage hosts many events. Usually we have an event globaled practically everyday. So getting to the point, how would everyone feel to instead use global announcements we add a link under the "Village Values" for RuneVillage Events? The link name can be changed to the events' subject, so you know when there is something new. So this will get rid of one announcement clutter (as I'm adding one now XD) and leave globals more for important security/information announcements. (Not saying events are not important! They'll be getting their own link forum.)
This link can be used in different ways, so here's where the poll comes in. The ones on the pages will be in html, giving the post more design freedom, but the downside is only Glodenox or myself can edit and upload the page. The one that links to another non-globaled post would pretty much be the same as what we do now, but any administrator can change the link and subject. All in which a post can be made on the mainsite homepage when somebody wants me to. This is just to see what the majority likes, if its a close call, the administration will discuss and decide what is better for the site..
EDIT- Seeing how the poll is going, I changed the poll and added examples. Example one will just show the RuneVillage Event (easy editing). Example two shows all events going on (easier editing- moderators can edit this post too) Great idea from Dark Paladin! I love it. And then just leave it as is with globals everywhere.
This link can be used in different ways, so here's where the poll comes in. The ones on the pages will be in html, giving the post more design freedom, but the downside is only Glodenox or myself can edit and upload the page. The one that links to another non-globaled post would pretty much be the same as what we do now, but any administrator can change the link and subject. All in which a post can be made on the mainsite homepage when somebody wants me to. This is just to see what the majority likes, if its a close call, the administration will discuss and decide what is better for the site..
EDIT- Seeing how the poll is going, I changed the poll and added examples. Example one will just show the RuneVillage Event (easy editing). Example two shows all events going on (easier editing- moderators can edit this post too) Great idea from Dark Paladin! I love it. And then just leave it as is with globals everywhere.
9 January 2008 - Development Diary part 4
Posted by Judge on January 9th, 2008, 10:27 am. Category: RuneScape News
Runescape.com wrote:
It is time for the fourth and final Summoning Development Diary. This diary's focus is on the anticipation for the skill, and how it has been built up both in game and on the website.
Please visit the Summoning Development Diary here.
Please visit the Summoning Development Diary here.
Introducing the new 5,000 post rank...
Posted by A5chow on January 6th, 2008, 3:20 pm. Category: RuneVillage News
Champion of Saradomin

The Champion of Saradomin rank is awarded to normal users who have over a 5,000 post count. In addition to the new title, we have selected excaliver's design as the most suitable for this prestigious position.
We thank all of you who have participated in the voting process.
Congratulations to all of you who have already reached this mark and good luck to all of you who wish to achieve it without spamming.

The Champion of Saradomin rank is awarded to normal users who have over a 5,000 post count. In addition to the new title, we have selected excaliver's design as the most suitable for this prestigious position.
We thank all of you who have participated in the voting process.
Congratulations to all of you who have already reached this mark and good luck to all of you who wish to achieve it without spamming.
Congratulations to Glodenox and kmjhawk for the new (temp) guide and the speed at which you got it out... within 24hrs of the release of the quest!
That's the way we like to see them go up!
Thanks for your efforts on making this happen!

That's the way we like to see them go up!
Thanks for your efforts on making this happen!
Staff Rank Promotions!
Posted by Glodenox on January 4th, 2008, 12:49 pm. Category: RuneVillage News
Seeing it has been a while since we last promoted a person to the Staff rank, so nominations were made and there has been decided on who appears to be a very dedicated contributor to RuneVillage in the areas of the Guides, Databases and/or The Villager.
If it was up to me, everybody who contributed something would get a Staff Rank just to express how much value we hold to their contributions. Alas, that would cause an immense lot of work for me setting all those ranks and would devalue the rank's overall appearance, so I decided otherwise after all and accepted these people in the Staff Group:
Many of these people's actions can only be seen behind the scenes, but that doesn't mean their actions go unnoticed!
Let this be a big "Thank you" to every one of you guys!
- Greetz Glodenox
If it was up to me, everybody who contributed something would get a Staff Rank just to express how much value we hold to their contributions. Alas, that would cause an immense lot of work for me setting all those ranks and would devalue the rank's overall appearance, so I decided otherwise after all and accepted these people in the Staff Group:
- Halley92
- Richboi0
- Sherbros
- The123king
- ZinyX
Many of these people's actions can only be seen behind the scenes, but that doesn't mean their actions go unnoticed!
Let this be a big "Thank you" to every one of you guys!
- Greetz Glodenox

3 January 2008 - Summoning Wallpaper #3
Posted by Willowguy on January 3rd, 2008, 12:52 pm. Category: RuneScape News
Runescape.com wrote:
January was named after the the Roman god Janus, who certainly knew that two heads are better than one - and so do we! Head over to the Downloads and Wallpapers section to see why, in our latest Summoning concept art wallpaper.
This is the last of the Summoning concept art wallpapers we will be releasing, as the skill is just around the corner! We hope you're excited, because we certainly are. Rawr!
This is the last of the Summoning concept art wallpapers we will be releasing, as the skill is just around the corner! We hope you're excited, because we certainly are. Rawr!
Well.. the parties are over, the Christmas decorations are all packed away 'till next year, and not much remains of the celebrations except for the stale aroma of chicken wings and Dr.Pepper floating around the RV staff lounge....
But the year has changed... we're all a year older... and as the date has changed, it has put last year's changes into the past and sets us looking to new changes in the future....
As has been said, nothing in life is constant except change.
Since we're a Runescape site, I guess the big news in changes was all the recent modifications to the game made by Jagex... as they recede into the past, I guess we'll find out whether they're good or bad changes... but a whole new wave of Runescapers are now joining in the game who never knew the past and will not even be aware of the change..... but let's hope everyone works together to make those changes accomplish their goals, while perhaps making some *more* changes to overcome some of the downsides to those recent changes....
And RV has had some changes of it's own.... new admins, new mods-- soon some new staff and new Legends... some old members have left us, some old members have come back... new members continue to arrive daily.....
We've had a great year with some very successful events-- the RVBB, the final public drop party....
I guess the only down side to the past year has been the downturn in usage of RV that reached it's bottom last summer... but even that has changed and we're now pulling back up again....
And we have more changes yet to come ... just this week we've installed the final version of phpBB3-- it's now out of beta and we're running the stable release...... so we'll soon be adding back some of the 'missing' mods to the software we previously had in place...
In the next couple of weeks, we'll have combined rv.NET and rv.COM, putting the main site and the forums on the same domain... .which should make us a bit more visible on the web... most people who look at our usage now only see about half of it, since NET and COM are reported separately.....
We have a redesign of the main site coming up (RV2) and a few other suprises yet to be announced there....
Final changes are being made on our new chat, recently put in place....
Hopefully, all of these changes will contribute to our goal of helping you have the best time possible as a Runescape player, and to those who play, and those who don't, give you friendly place to call home on the net.
So good changes or bad changes-- sometimes it's hard to tell the difference till the game's over-- it' makes no difference, let's all go forward into the new year, with our own changes in mind of making a better place, both here and in RL, for us and those around us.
Here's hoping a happy and prosperous new year for each of you- may all your changes be good ones....
Happy Trails,

But the year has changed... we're all a year older... and as the date has changed, it has put last year's changes into the past and sets us looking to new changes in the future....
As has been said, nothing in life is constant except change.
Since we're a Runescape site, I guess the big news in changes was all the recent modifications to the game made by Jagex... as they recede into the past, I guess we'll find out whether they're good or bad changes... but a whole new wave of Runescapers are now joining in the game who never knew the past and will not even be aware of the change..... but let's hope everyone works together to make those changes accomplish their goals, while perhaps making some *more* changes to overcome some of the downsides to those recent changes....
And RV has had some changes of it's own.... new admins, new mods-- soon some new staff and new Legends... some old members have left us, some old members have come back... new members continue to arrive daily.....
We've had a great year with some very successful events-- the RVBB, the final public drop party....
I guess the only down side to the past year has been the downturn in usage of RV that reached it's bottom last summer... but even that has changed and we're now pulling back up again....
And we have more changes yet to come ... just this week we've installed the final version of phpBB3-- it's now out of beta and we're running the stable release...... so we'll soon be adding back some of the 'missing' mods to the software we previously had in place...
In the next couple of weeks, we'll have combined rv.NET and rv.COM, putting the main site and the forums on the same domain... .which should make us a bit more visible on the web... most people who look at our usage now only see about half of it, since NET and COM are reported separately.....
We have a redesign of the main site coming up (RV2) and a few other suprises yet to be announced there....
Final changes are being made on our new chat, recently put in place....
Hopefully, all of these changes will contribute to our goal of helping you have the best time possible as a Runescape player, and to those who play, and those who don't, give you friendly place to call home on the net.
So good changes or bad changes-- sometimes it's hard to tell the difference till the game's over-- it' makes no difference, let's all go forward into the new year, with our own changes in mind of making a better place, both here and in RL, for us and those around us.
Here's hoping a happy and prosperous new year for each of you- may all your changes be good ones....
Happy Trails,
2 January 2008 - Unbalanced Trade Removal
Posted by Metternich on January 2nd, 2008, 10:33 am. Category: RuneScape News
Jagex wrote:
Unbalanced Trade Removal:
From this moment on, no unbalanced trades may be made. This applies to every player, on every world, no matter if you are free-to-play or a member.
To read more about why we have made this change, please read the Development Diary: RuneScape vs Real-world Trading.
We would like to remind you that the Grand Exchange is a great option for buying or selling items, where you can purchase items at 5% above or below their market price. Additionally, balanced trades are still possible.
New 30,000gp Trade Margin!:
Note: The following changes only apply if you are on a members' world.
Today, we have made a change to the planned 3,000gp trade margin for today's release. Instead, we are basing your trade margin on the number of Quest Points you have, giving you more flexibility when making balanced trades.
Having read your Forum posts and noted all of your feedback, we have come to the decision that you should have a margin of up to 30,000gp!
Originally, the total value of any items being given in a balanced trade would have had to be within a margin of 3,000gp of the items being received. Instead, we are increasing this margin according to the number of quests you have completed. As an example, a player who has 150 Quest Points will be able to receive items with a market value of 21,000gp above or below the items they are receiving.
No matter how many Quest Points you have, it will take 15 minutes before your gp limit resets.
Any individual trade is limited by the lower of the two players' limits. For example, if a player with 100 Quest Points is trading with a player on 30 Quest Points, then both players will be limited to a 3,000gp difference every 15 minutes.
The table below will give you a rough idea of the value that applies to you.
QP Trade Margin
200 or more 30,000
190 28,200
180 26,400
170 24,600
160 22,800
150 21,000
140 19,200
130 17,400
120 15,600
110 13,800
100 12,000
90 10,200
80 8,400
70 6,600
60 4,800
50 or less 3,000
Your limit increases for every Quest Point that you gain. As more quests are introduced, with more Quest Points, we may decide to increase the above values.
For more information on unbalanced trades, please read the Knowledge Base article.
Duel Arena:
It is not only trades that are affected by Quest Points. We have also increased the staking cap for Duel Arena, in the same way. Using the table in the '3,000gp Rule Changes' section, you will be able to find out your new limit for gaining or losing items in staked duels. This does not apply to duel tournaments.
This increase also applies to the Rat Pits minigames.
For more information on the Duel Arena stake cap, please read the Knowledge Base article.
From this moment on, no unbalanced trades may be made. This applies to every player, on every world, no matter if you are free-to-play or a member.
To read more about why we have made this change, please read the Development Diary: RuneScape vs Real-world Trading.
We would like to remind you that the Grand Exchange is a great option for buying or selling items, where you can purchase items at 5% above or below their market price. Additionally, balanced trades are still possible.
New 30,000gp Trade Margin!:
Note: The following changes only apply if you are on a members' world.
Today, we have made a change to the planned 3,000gp trade margin for today's release. Instead, we are basing your trade margin on the number of Quest Points you have, giving you more flexibility when making balanced trades.
Having read your Forum posts and noted all of your feedback, we have come to the decision that you should have a margin of up to 30,000gp!
Originally, the total value of any items being given in a balanced trade would have had to be within a margin of 3,000gp of the items being received. Instead, we are increasing this margin according to the number of quests you have completed. As an example, a player who has 150 Quest Points will be able to receive items with a market value of 21,000gp above or below the items they are receiving.
No matter how many Quest Points you have, it will take 15 minutes before your gp limit resets.
Any individual trade is limited by the lower of the two players' limits. For example, if a player with 100 Quest Points is trading with a player on 30 Quest Points, then both players will be limited to a 3,000gp difference every 15 minutes.
The table below will give you a rough idea of the value that applies to you.
QP Trade Margin
200 or more 30,000
190 28,200
180 26,400
170 24,600
160 22,800
150 21,000
140 19,200
130 17,400
120 15,600
110 13,800
100 12,000
90 10,200
80 8,400
70 6,600
60 4,800
50 or less 3,000
Your limit increases for every Quest Point that you gain. As more quests are introduced, with more Quest Points, we may decide to increase the above values.
For more information on unbalanced trades, please read the Knowledge Base article.
Duel Arena:
It is not only trades that are affected by Quest Points. We have also increased the staking cap for Duel Arena, in the same way. Using the table in the '3,000gp Rule Changes' section, you will be able to find out your new limit for gaining or losing items in staked duels. This does not apply to duel tournaments.
This increase also applies to the Rat Pits minigames.
For more information on the Duel Arena stake cap, please read the Knowledge Base article.
2 January 2008 - Dealing with Scabaras
Posted by Don Toboy on January 2nd, 2008, 10:31 am. Category: RuneScape News
Runescape.com wrote:
The Contact! quest sent you on your adventurous way to face the followers of Scabaras, making grim discoveries of death and intrigue beneath the desert. In Dealing with Scabaras there has been a reaction to these events, dragging you kicking and screaming into a tale of revenge and redemption.
Your journey begins with a mysterious corpse that needs identification - but all is not as it seems. Spurred on by duty and revenge, you will travel to uncharted eastern deserts - dealing with folk who are cautious, disreputable and stone-headed - eventually approaching your journey's end. Here you will be confronted by a shadowy foe who requires you to be at the very peak of your powers.
Treasure seekers will find a new stomping-ground patrolled by strange creatures in the ancient ruins and desert sand. Can you resist straying from your path?
For many of you, however, revenge and loot are not the only rewards that inspire you, and there will be ample chances to gain the lost knowledge of the desert. What drives the followers of Scabaras to their violent ways? What exactly is Simon Templeton up to? Why are there so many archaeologists wandering the lands? Is Osman quite what he seems? You can hope to learn more about these mysteries as you busy yourself under the burning sun.
Remember to take water, or you may stay forever...
Summary
Where to start Dealing with Scabaras
Speak to the High Priest of Icthlarin in Sophanem.
Requirements to complete Dealing with Scabaras
The Feud
Contact!
Zogre Flesh Eaters
Level 60 Thieving
Level 50 Agility
Level 60 Strength
Level 21 Firemaking
Level 60 Crafting would be helpful, but not essential
Must be able to fight off numerous hostile creatures.
Access to:
An overground area the size of the Feldip Hills!
New underground areas, the size of Keldagrim
A new Slayer creature
Several multicombat areas
In other news...
The Christmas event has now been removed from the game, but you can still throw snowballs at your friends. Players who managed to obtain a snowglobe from the Snow Queen can store it safely in their POH costume room toy box.
We've also updated the crocodiles to create a snappy and sharp(toothed) new look, alongside some improved voracious vultures, hungry for your bones! Mess with them at your peril...
Your journey begins with a mysterious corpse that needs identification - but all is not as it seems. Spurred on by duty and revenge, you will travel to uncharted eastern deserts - dealing with folk who are cautious, disreputable and stone-headed - eventually approaching your journey's end. Here you will be confronted by a shadowy foe who requires you to be at the very peak of your powers.
Treasure seekers will find a new stomping-ground patrolled by strange creatures in the ancient ruins and desert sand. Can you resist straying from your path?
For many of you, however, revenge and loot are not the only rewards that inspire you, and there will be ample chances to gain the lost knowledge of the desert. What drives the followers of Scabaras to their violent ways? What exactly is Simon Templeton up to? Why are there so many archaeologists wandering the lands? Is Osman quite what he seems? You can hope to learn more about these mysteries as you busy yourself under the burning sun.
Remember to take water, or you may stay forever...
Summary
Where to start Dealing with Scabaras
Speak to the High Priest of Icthlarin in Sophanem.
Requirements to complete Dealing with Scabaras
The Feud
Contact!
Zogre Flesh Eaters
Level 60 Thieving
Level 50 Agility
Level 60 Strength
Level 21 Firemaking
Level 60 Crafting would be helpful, but not essential
Must be able to fight off numerous hostile creatures.
Access to:
An overground area the size of the Feldip Hills!
New underground areas, the size of Keldagrim
A new Slayer creature
Several multicombat areas
In other news...
The Christmas event has now been removed from the game, but you can still throw snowballs at your friends. Players who managed to obtain a snowglobe from the Snow Queen can store it safely in their POH costume room toy box.
We've also updated the crocodiles to create a snappy and sharp(toothed) new look, alongside some improved voracious vultures, hungry for your bones! Mess with them at your peril...
2 January 2008- Behind the Scenes - January
Posted by Kamel on January 2nd, 2008, 6:54 am. Category: RuneScape News
Runescape.com wrote:
This month will begin with an important change that you are all aware of: unbalanced trade will be removed on Wednesday, 2nd of January. As you may have read in the Development Diary: RuneScape vs Real-world Trading, this will be a change that reduces the threat of bots, gold sellers and scammers dramatically. With a fatal blow delivered to real-world trading, we can focus more on updates like three quests in one month!
We will be relaxing our trade limitations on the same day as unbalanced trade removal. Thanks to your feedback, we will be basing our new limits on how many Quest Points you have. This will give you increased flexibility when trading.
Our first quest this month continues the desert storyline and introduces a bit of an insect theme in January. One of your allies met an untimely demise at the pincers of a large and aggressive bad guy in the Contact! quest. Will you seek revenge and cleanse the world of bugs like a big can of insect repellent? Or will you take the advice of the local priest and try to talk your way out, man-to-mandible? It might just be the lesser of two weevils. Creep and crawl through the desert, raid deserted dungeons and fight louse-y beasties, but remember - insects have feelings too! Especially when you squish ‘em.
Some way north-west of Sophanem, there is a bit of a buzz in the quiet town of Taverley. For one, Guthix has seen fit to give his loyal subjects some crisp new robes, and their rocky buildings a bit of a wax. For two, some strange growlings have been coming from Piccupstix's house. In the second of this month's quests, you will be roped into dealing with a rabbit-wolf-reindeer-bird-type...thing. But how do you defeat rabbit-wolf-reindeer-bird-type...things? A clue may be found in the title of this Wolf Whistle quest, which introduces key aspects of our next update...
What has 110 eyes, 5 horns, a pair of antlers and a fishbowl? The Chaos Elemental's girlfriend? No, it's Summoning! That's right, the stampede is coming, with scores of animals for you to pet, raise, fight and befriend! We don't want to go into any more detail than the Development Diaries have, but, needless to say, whether you are a skiller or a combat-fiend, Summoning will offer you a familiar for every occasion...
...and what better occasion than the opening of a huge multiway combat dungeon, brimming with a huge range of beasties? Bring your combat familiar so that you can use their Steel of Legends or Insane Ferocity to chew through ranks of creatures and speed you on your way towards that Summoning skillcape! Watch out, though - the area is littered with misfiring portals that are about as reliable as a cartful of Morrisanes.
You would be forgiven for thinking that January is just for Summoning. Oh no,no,no - Hunter will get a look in too! Budding trappers will find many treats within the Summoning skill itself, but they will also find an extension to their skill in Isafdar, with the introduction of the grenwall and pawya creatures. These are two high-level Hunter creatures that give a boost to Ranged and Farming - if you can catch them, of course.
Your Hunter, alongside your Woodcutting and Firemaking, will be called upon in our third and final January quest. In it, you will be asking yourself several questions. How do I clear a mud bath of flies? Why am I sleeping on a pork chop? Is an ogre massage a good idea? And what are platypodes? Take time out from your adventuring to help an entrepreneur set up a spa resort deep in ogre country. There might even be a mudpack in it for you.
There's hardly room in the month to tuck in some popular website offerings. Expect the last of our Summoning Development Diaries and wallpapers, a Lores and Histories, a Castle Wars wallpaper and the customary Players' Gallery and Postbag from the Hedge, sprinkled liberally amongst the updates above. It really is a January to get excited about!
We will be relaxing our trade limitations on the same day as unbalanced trade removal. Thanks to your feedback, we will be basing our new limits on how many Quest Points you have. This will give you increased flexibility when trading.
Our first quest this month continues the desert storyline and introduces a bit of an insect theme in January. One of your allies met an untimely demise at the pincers of a large and aggressive bad guy in the Contact! quest. Will you seek revenge and cleanse the world of bugs like a big can of insect repellent? Or will you take the advice of the local priest and try to talk your way out, man-to-mandible? It might just be the lesser of two weevils. Creep and crawl through the desert, raid deserted dungeons and fight louse-y beasties, but remember - insects have feelings too! Especially when you squish ‘em.
Some way north-west of Sophanem, there is a bit of a buzz in the quiet town of Taverley. For one, Guthix has seen fit to give his loyal subjects some crisp new robes, and their rocky buildings a bit of a wax. For two, some strange growlings have been coming from Piccupstix's house. In the second of this month's quests, you will be roped into dealing with a rabbit-wolf-reindeer-bird-type...thing. But how do you defeat rabbit-wolf-reindeer-bird-type...things? A clue may be found in the title of this Wolf Whistle quest, which introduces key aspects of our next update...
What has 110 eyes, 5 horns, a pair of antlers and a fishbowl? The Chaos Elemental's girlfriend? No, it's Summoning! That's right, the stampede is coming, with scores of animals for you to pet, raise, fight and befriend! We don't want to go into any more detail than the Development Diaries have, but, needless to say, whether you are a skiller or a combat-fiend, Summoning will offer you a familiar for every occasion...
...and what better occasion than the opening of a huge multiway combat dungeon, brimming with a huge range of beasties? Bring your combat familiar so that you can use their Steel of Legends or Insane Ferocity to chew through ranks of creatures and speed you on your way towards that Summoning skillcape! Watch out, though - the area is littered with misfiring portals that are about as reliable as a cartful of Morrisanes.
You would be forgiven for thinking that January is just for Summoning. Oh no,no,no - Hunter will get a look in too! Budding trappers will find many treats within the Summoning skill itself, but they will also find an extension to their skill in Isafdar, with the introduction of the grenwall and pawya creatures. These are two high-level Hunter creatures that give a boost to Ranged and Farming - if you can catch them, of course.
Your Hunter, alongside your Woodcutting and Firemaking, will be called upon in our third and final January quest. In it, you will be asking yourself several questions. How do I clear a mud bath of flies? Why am I sleeping on a pork chop? Is an ogre massage a good idea? And what are platypodes? Take time out from your adventuring to help an entrepreneur set up a spa resort deep in ogre country. There might even be a mudpack in it for you.
There's hardly room in the month to tuck in some popular website offerings. Expect the last of our Summoning Development Diaries and wallpapers, a Lores and Histories, a Castle Wars wallpaper and the customary Players' Gallery and Postbag from the Hedge, sprinkled liberally amongst the updates above. It really is a January to get excited about!









