RuneVillage News Archives

21 Jump Street; A Review

Posted by Landerpurex on March 19th, 2012, 3:05 am. Category: Scribery Entry
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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 Fuzzy Bunny). 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.

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

The Mars Volta - Noctourniquet (3/27/2012): A Review

Posted by defeat on March 12th, 2012, 8:14 pm. Category: Scribery Entry
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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
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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
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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.

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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 Fuzzy Bunny 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
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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.

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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.

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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

Skrillex-Bangarang (12/23/11): A Review

Posted by defeat on December 23rd, 2011, 7:11 pm. Category: Scribery Entry
Image
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)

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.

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.

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. :grr: 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.

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 Fuzzy Bunny,
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

Skyrim Review

Posted by bluecoat on November 25th, 2011, 8:41 pm. Category: Scribery Entry
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.

Triviumrate, Jagex Clan Cup & the Runescape Game Bar

Posted by TrendyHaz on August 27th, 2010, 2:34 pm. Category: RuneScape News
Runescape.com wrote:
Join Lord Orion and the rest of the Triumvirate this weekend in a massive two day party. The party is to celebrate the hard work of all the Triumvirate members as well as the few remaining days of summer. You can take part in some Clan Wars battles, hunt specific individuals in a PvP World and enjoy the party to end all parties.

You don’t have to be a member of the Triumvirate to enjoy this party, but if you’ve ever been curious about it, now is your chance to hang out with its members and see what it’s all about! This event will be taking place on various different worlds on Saturday 28th and Sunday 29th August.

If you’d like to learn more, check out the Summer Send-off 2010 forum thread.

Mod Crow
Community Management


Runescape.com wrote:
The dwarven smiths have finally finished their masterpiece in honour of the Jagex Clan Cup winners. These magnificent pieces of art can now be viewed across RuneScape:
  • Just outside Lumbridge Castle’s main gate
  • Behind the purple portal at Clan Wars
  • Between the portal to Soul Wars and the entrance to Edgeville Dungeon.

On the plaque you’ll see the names of the current winners of the Jagex Clan Cup, as well as the names of those who won last year. It displays the victors of all of the Combat, Skilling and Combined Cups from both 2009 and 2010, meaning that no one will be forgotten when they win the prestigious title.

Congratulations again to the winners of the Jagex Clan Cup 2010. We’re all really excited for future clan competitions and, of course, the new and improved Jagex Clan Cup 2011.

Don’t forget to check out July’s Clan Submissions Page. August's edition (due in early September) will be themed with all of the awesome action from the Jagex Cup 2010 and clans at RuneFest!

Mod Timbo
Community Management


Runescape.com wrote:
We’ve recently released the RuneScape Game Bar, which is a toolbar for your web browser that gives you up to date RuneScape information. The main features of the Game Bar are:

* Information about any Grand Exchange offers you have running.
* Reminders about repeatable content, including when you can next play Tears of Guthix, redo the Phoenix Lair, fight Bork and the Skeletal Horror, and when you can earn more Thieves’ Guild Hanky Points.
* Quick links to the RuneScape forums, game guide and Adventurer’s Log, among others.
* An RSS feed of recent newsposts on the RuneScape website.
* A ‘Play Now’ button to quickly load up RuneScape.
* A search bar.

We are also working on additional features, including seeing which of your friends is online. If you have any suggestions for other things we can add to the Game Bar, visit the RS Game Bar - Try it Out! forum thread.

To install the Game Bar, simply click this link and follow the instructions. Currently, the Game Bar only supports Internet Explorer, Mozilla Firefox and Safari. There is an FAQ about the Game Bar here.

Mod Oliver K
Head of Online Strategy


the game bar looks quite interesting :) Good way of keeping track of the Tears of Guthix etc, although i'm not a fan of bars across the top of my screen. prefer the whole browser just to "myself" :P. So am skeptical, has anyone tried it?

-Trendyhaz

25-Aug-2010 - Conquest

Posted by TrendyHaz on August 25th, 2010, 8:26 pm. Category: RuneScape News
Runescape.com wrote:
Due to recent casualties suffered during the events of Quiet Before the Swarm and A Void Dance, the Void Knights have an urgent need for new commanders to lead them into battle. Such is their need that even the un-enlisted, such as yourself, are welcome to take part in their Conquest training program.

Conquest puts you in command of a squad of Void Knights in a turn-based, player-vs-player, tactical war game. Every budding commander begins with an equal number of resources with which to build their squad – choose your troops and set their starting formation, then pick a number of game-changing special Commands to help turn the battle in your favour.

With the composition of your squad decided, lead it into battle against other commanders to prove your leadership skills. Conquer your opponents and you will make your mark on the high score table and earn Commendations, which you can trade in for combat skill experience and Void Knight equipment. There’s even a new Void Knight shield called the deflector, which is unique to Conquest. As you only need to wear three pieces of Void armour and one of the helms to get the set effect, this new shield gives you more options to mix and match your Void Knight gear.

Mod Rathe
RuneScape Content Developer

Summary:
Where to start Conquest:

Talk to Captain Ethar at the Void Knights' Outpost.

Requirements to play Conquest:

As with Pest Control, the only requirement is a minimum combat level of 40.


In other news...

As there are now two activities that can award you with Commendations, we have doubled how many you are able to hold on to from 250 to 500.

Thessalia in Varrock and Yrsa in Rellekka now have new clothing options for you to choose from.

You can now right-click the world map icon to remove your world marker without having to re-open the whole interface again.

We've added the ability for the assister to find out how long it is until they can next assist, as well as how much experience they've earned. Simply right-click the Assist tab below the chatbox.


Seems like quite a good update :) As well as the activity (which is actually quite fun from what i've played :P) We get new awesome looking clothes as well!

Take Note...

Posted by hiker on August 24th, 2010, 12:40 am. Category: RuneVillage News
This is to inform you about an upcoming maintenance window that is planned.

Below is more information about when, where, why the maintenance window will take place.

Quote:
WHEN: Thursday, August 26th 2010 | Start time: 10:00 PM EST - 7:00AM EST
*Please note that the above maintenance window is only a timeframe and if possible we will complete the maintenance faster then the above indicated timeframe. For your local time on this, please view: The Fixed Time World Clock

WHERE: Ashburn, VA. SERVICES AFFECTED: VZR1-33/34/36 WHY: All customers on the above mentioned servers are being upgraded to our new platform which will improve performance and server reliability.


8)
Image
RVET Event #36: August 2010
Burthorpe Games Room


"It's about time," The Villager thought. He had traveled all the way from Lumbridge through to Falador, and now on to Burthorpe. There was a huge contest going on in the Games Room there. He was determined to win first place, to be declared the Games Room Champion. Upon entering the basement, he
immediately got nervous, seeing who he was up against. There were former Champions, wanting to reclaim their title, as well as experienced players from other lands he had heard about but never actually seen. There were even quite a few amateurs in the group, but he had no need to worry about them...hopefully. Finally, the announcer stood up, and with a booming voice he said, "You all know the rules. No cheating, no heckling, and be good sports. Now then, good luck, ladies and gentlemen!" The tournament had begun.


(This month's story was written by Riptide!)

General Information
What: Burthorpe Games Room Party
When: Saturday, August 28
World: 104 (P2P)
Time: 8 PM GMT (9 PM BST), 4 PM EST, 1 PM PST
Meeting Place: Burthorpe Games Room

Image

But first...
You might have noticed already, but it wasn't a member of the RuneVillage Events Team that wrote the story for this month's event--it was a Villager! In an effort to allow Villagers to interact even more with RVET events, we're opening up the floor for Event Story Submissions! If you want your own creation to eventually appear in a RuneVillage Events Team Global, simply write up a story on one of the mini-games below and send it to Jaron. Here are some of the events we might be holding in the future, which we're welcoming Story Submissions for:

Barbarian Assault
Fist of Guthix
Soul Wars
Stealing Creation
Trouble Brewing
TzHaar Fight Pits

Burthorpe Games Room Party Information
It's back to Burthorpe for everyone's favorite in-RuneScape-tabletop-game event! Meet us there this Saturday to try your luck against other Villagers and become the Games Room Champion! The tournament will work a little bit differently this time than in past years. At the top of this global announcement, you'll find a poll, with all four of Burthorpe's games listed. Choose your favorite--the one with the most votes when the tournament starts will be the game that we all play for fun and prestige! (This isn't to say you'll be limited to that game; the best part of Burthorpe events is commonly challenging random people to random games. The outcome of the poll will only decide the tournament game.) In addition, instead of signing up ahead of time in this thread and having to change the tournament brackets based on if people show up or not, we'll be making the tournament brackets on the spot this time simply based off of who shows up. This is important: To be included in this month's tournament, you must be at the event no more than 5 minutes late.

Are you itching to show off your Runelink prowess? Emerge victorious over a friend at Draughts, perhaps? Come one, come all, to Burthorpe this Saturday--we hope to see you all there!

Recent RVET Event Winners
This section proclaims the winners of past RVET events. Want to have your name up here on a Global for all to see? Come on down to our events and give it your all!

July '10 Skilling Contest Winners (SL & CK): Grackman and Regulus
May '10 Who's that Villager II Winners: Monk Basher and Muscular Ape
February '10 Skilling Contest Winner (CON): Grackman
November '09 Skilling Contest Winners (MI & SM): Glodenox and Simons Pure
August '09 Games Room Champions: ZinyX (Runelink) and Jackstick (Draughts)
July '09 Skilling Contest Winners (FI & WC): Avian Maid & Glodenox
April '09 Skilling Contest Winners (FM & RC): Vincent Ashe & mentos
February '09 Barbarian Assault Team: Glodenox, Weirdocal, Jaron, Vincent Ashe, Jimmybe
January '09 Staff vs. Villagers War: Villagers win
December '08 Fight Pits Champion: Jaron
August '08 Who's that Villager Winner: Jackstick
May '08 Castle Wars Winners: Team Saradomin
April '08 Trouble Brewing Team: Caedo, Goten, Jaron, Justin, Shadow7, Simons Pure
March '08 Egg Hunt Winners: Simons Pure (2 eggs), Shadowsmage, Zinyx, Devil Fly
February '08 Snowball Fight Victors: Justin's Wind Faction
January '08 Fight Pits Champions: Simons Pure, Paidea, Ges2
December '07 Games Room Champions: Dark Paladin, Jaron, The123king, The Slayer

About The RuneVillage Events Team
The RuneVillage Events Team is a team lead by Dark Paladin and Jaron, with strong support from Jackstick, Jimmybe, Tanksandguns, and Zapp. Together, we plan one event every month for all of RuneVillage to participate in. Hopefully, you will enjoy this event as well as every other event we host, as a lot of thought and time goes into each and every one we do. Also note that if you have an idea for an event and want our help, please do not hesitate to contact us and we shall see if we can help out.

- The RuneVillage Events Team -

20-Aug-2010 - Cryptic Clue Fest II

Posted by Christopher on August 21st, 2010, 1:41 pm. Category: RuneScape News
The Cryptic Clue Fest is back! This time you’ll find yourself on a journey to piece together a rather fascinating and fictitious mystery...

As the event proved so popular last year, we have some brand new brainteasers and puzzles for you to solve. We’ve tried to take on a lot of feedback from last time to make this Cryptic Clue Fest even better.

Like last year, new clues will be posted on the forums each day and you will need to solve them to figure out the next person to talk to and the key items needed to progress.

To start Cryptic Clue Fest II, simply head to the Cryptic Clue Fest II thread in the RuneScape Events Forum.

Mod Mark H
Community Management


Clue #1 Answer: 
Speak to Roddeck the Advisor in Lumbridge with the following items in your inventory:
  • 3 Cooked Pike
  • 2 Buckets
  • 10 Feathers


Clue #2 Answer: 
Speak to Lowe in the Varrock Archery Shop with the following items in your inventory:
  • 2 Gold Amulets (strung)
  • 5 Leather Boots
  • 8 Balls of Wool

19-Aug-2010 - Dungeoneering – The Occult Floors

Posted by Freeasacar on August 19th, 2010, 9:53 am. Category: RuneScape News
As the depths of Daemonheim reach ever closer to the strange power at their end, its magic has begun to affect the inhabitants who stalk its halls. Those humans abandoned on the floors above are the lucky ones, as the ones driven further down by their master have...changed, and have been joined by the magically gifted and the undead.

Members who venture through the twelve occult floors will have to face these tainted foes, mostly in the form of six new boss monsters. One boss that requires some skill to defeat is the Grave Creeper, who hides in a series of tombs – if you don’t quickly bless the graves he taints, the room can become engulfed in flame...and you with it. Then, as mentioned in this month’s Behind the Scenes, there’s Yk’Lagor the Thunderous, so named because he’s a talkative guy (voice acting supplied by the developers). Heed his warnings or be the focus of a melee pummelling, but don’t stray too far away else his magic attack can quickly take out your whole group!

Before you get to face these new bosses, you’ll likely come across one of nine new challenge rooms. These are not all exclusive to the occult floors and will tax both members and free-players alike. Withstand the pain of deadly herbs (slaughtercress, papreaper and parslay came from player suggestions in the Aggressive Herbs – Name Ideas! forum thread), build bridges over bottomless pits, and perform last rites on a tormented spirit.

Traversing through the occult floors will allow you to increase your maximum prestige up to 47, with which you should be earning anywhere up to about 40% more XP than if your maximum prestige were 35 (depending upon your dungeon setup and how well you do). In turn, you’ll earn more Dungeoneering tokens – just the thing for buying some of the five new rewards. Free players can learn a technique to become more efficient at smithing and charge special boxes with spells to cast. Members can enjoy such delights as herbicide (an automatic herb burner) and Rigour, a new prayer for rangers, among other things.

Mod Mark, Mod Chris L, Mod Liono and Mod Trick
The Dungeoneering Team


In other news...

As previously mentioned by Mod Trick, we've now implemented the feature to reset your Dungeoneering class rings. This is a one-time only option, so choose wisely this time.

We've added a useful new item to the Dungeoneering smuggler’s shop. The toolkit contains a selection of the more useful items used in most dungeons which should help speed up the start of your dungeons.

When progressing through dungeons, if you've purposefully selected a lower complexity, the complexity level will no longer increase as you progress through the floors.

Barnabas in Varrock Museum has noticed the popularity of the strange rocks and can now help you further by offering a bag to store them in. On a related note, the chance of getting a rock from Construction activities has been increased slightly.

The music interface now has a search feature so you can easily find the tracks you're after, which should be useful when you're creating a playlist or simply looking for those tracks you've just unlocked.

The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website).

Audio


* Fixed a couple of music tracks that weren't unlocking correctly.
* Prevented repeat voices occurring for a few lines in the tutorial.
* Music will now play correctly during Myths of the White Lands.



Quests


* Fixed a rank issue with an NPC in A Void Dance.
* Adjusted the Quest Journal for A Void Dance to give you the correct info about the elite black knights.
* Allow players to continue in the While Guthix Sleeps quest if they disconnected during a specific cutscene.



Activities/D&Ds


* You should now always be able to get another chart from the professor at the Observatory if you need one.
* Corrected information in the skill guide about the recent Treasure Trail bows, and on the Knowledge Base about the composite bows.
* Fixed an issue that could cause the directional arrow for elite trails to spin wildly, which isn't particularly helpful.



Miscellaneous


* The bonecrusher now works for Bork.
* Corrected a few typos in Treasure Trails.
* The Group Gatestone Teleport spell now lights up correctly when you have the runes to cast it.
* Adjusted the costs of runes in Dungeoneering and increased the rate at which you craft them.
* Added a couple of Quick Chat phrases under General -> Comments.
* We've increased the size of the rope's clickable area in the Living Rock Caverns.

10-Aug-2010 - A Void Dance

Posted by Fluffzter on August 15th, 2010, 12:12 pm. Category: RuneScape News
(...wondering why nobody's posted this yet o_o;;)

Quote:
Despite everyone’s best efforts, the pest that got released onto the mainland is still at large. Perhaps a smaller tracking party will be able to hunt the pest without succumbing to the same fate that befell the last Void Knight landing party. Commodore Tyr believes you’re the person to lead the hunt, but you’ll not be alone in your endeavours. Two allies will accompany you, each bringing their own set of skills (and opinions) to balance your own.

Your hunting abilities will be tested, but that's not all it will take to get to the bottom of this. You’ll traverse jungles, fields and a beer-filled cellar, and turn your hand to chemical investigation in order to uncover the first of the enemies mentioned in the Into the Void blog.

Through careful application of your team’s skills and judicious use of your own moral judgement you will succeed in getting closer to the elusive truth of a terrible conspiracy. You’ll also be rewarded with training and Void Knight Commendation Points, which will be much needed for what is still to come...

Mod Moltare
RuneScape Content Developer

Summary wrote:
Where to start A Void Dance:

Talk to Commodore Tyr at the Void Knights' outpost.

Requirements to start A Void Dance:

Druidic Ritual
Quiet Before the Swarm
Wolf Whistle
54 Thieving
52 Woodcutting
49 Herblore
48 Summoning
47 Construction
47 Mining
46 Hunter



In other news...

We've added a quick sail option to the ghost captain in Port Phasmatys, to allow easier access to Dragontooth Island.



A quest guide here:

Hidden: 
speak to commodore tyr
go back to port sarim, speak with captain korasi, not far from where the boat lands on the docks.
speak to captain tobias, and he will tell you to speak to the gerrant the fishmonger
he'll say it went to the west from him. proceed to search a plant west of the fishmonger's building.
Searching that plant will reveal some more tracks. Search some stones north of the plant to reveal even more.
More north of that is another plant which you can search, revealing more tracks.
Search a bush to the north
Search some stones to the northeast of Betty's Magic Store
Search a plant east of there.
Search a bush just north of the Rusty Anchor pub. The tracks will finally lead to a Mound right north of the pub.
speak to Korasi about your findings
go back to the pub, and speak to the bartender. he will allow you to access it if you can find the key to it. search the junk in the northeast corner of the pub to obtain the key to the basement.
Enter the trapdoor in the northwest corner of the pub
Search a suspicious-looking wall where Jessika is to mine it with your pickaxe
now go inside the storage room via a door to the south, and solve the puzzle. (Need a picture of this. For some reason, my printscreen kept bugging out)
talk to the bartender and make up a comfortable lie
now go back to Korasi and Jessika's location on the docks and speak with them. You'll come to the conclusion you're going to want to go to Musa Point. You can go there by any means you prefer.
Talk to Korasi on the Musa Point docks.
Go and speak to Zambo the bartender. He'll tell you the local shopkeeper's gone ill after seeing a scorpion-like creature. Go and speak to Shopkeeper Kofi in the Karamja General Store.
Kofi will ask you to fix a wall in his shop in return for his help. Get the items/tools required from a table in the southwest corner of the store. The broken wall is on the north side of the store.
Use your chisel with the plank, then the two items you create with each other to create a Joist. Inspect the wall again to fix it.
He will show you some tracks just outside of the store. Go north of these tracks and search a Succulent. Northeast of that succulent is a searchable Shrub which reveals even more tracks.
Search another Succulent south of the shrub. Then proceed to search a Shrub just by the fence of the banana plantation. Just inside the plantation is a Searchable Log. Search it to reveal the tracks leading to a Mound.
Check the mound, and Korasi will appear. After a short conversation, you should check the mound again to find some wood shards.
(NOTE: You'll need 16 empty inventory spaces to do this part of the quest)
Time to go to Rimmington. Speak to Rommik about the waxwood and he will tell you that someone ordered boxes made out of it not too long ago.
Go to the Chemist just west of Rimmington and report to Captain Korasi. She'll need you to analyze the goo samples you brought there. Speak to the Chemist once you have 16 empty inventory spaces to start.
Once you've completed the reaction, the Chemist will explain the substance. Jessika will offer to teleport you to Falador Park to stop disaster from happening as soon as possible. If you choose not to take it, you'll have to make your way on your own to Falador Park.
Once you arrive in Falador Park, speak with Sir Tiffy about the Void Knights.
Sir Tiffy will tell you about one Ali Tist, which arrived in town recently and is selling boxes just south of Falador East Bank. Head there, and buy a box from him.
Attempt to open the box, to discover it is completely impossible. Head back to Korasi and, after everyone's had their fair share of trying to open it, she will force it open with her sword.
Once open, you'll discover the Oak box to contain a Waxwood box, full of goo. Go and put some pressure on Ali Tint to see if he'll budge and tell you it's source.
Go and speak with Sir Tiffy about the situation. He'll reccommend you Sir Amik Varze in the White Knight's Castle. Head to the 3rd floor of the castle and speak with him to get a warrant to search Ali's goods.
When you show Ali the warrant, he'll budge and give you the clue scroll that led him to the boxes. If you haven't already, now is the time to bring out your clue hunting equipment.
The first location is a map of the mining spot area to the west of Falador. Head there, and dig one spot East of the Hollow tree.
If you haven't got an Onion, go to the Vegetables Patch Southeast of the Crafting Guild and pick an onion. Now go just North of there, and use your onion on a Man with a backpack and a walking stick, then wave at him. (NOTE: Make sure you don't Eat it by accident)
Next clue is quite straightforward. In the biggest room of the farmhouse there's a light-brown crate. Search it for another clue.
The next clue leads you to the Monastery to the West of Edgeville. Dig on a red flower in the east side of the monastery for the next clue.
Next one is a coordinate clue that leads you to a hatch just north of the Black Knights' Fortress. Open the Hatchway to finish the clue. Korasi and Jessika will teleport to your location. Enter the Hatchway, and you'll discover a basement with a Black Knight Guard and some workers.
Korasi will take out the Guard, and then attempt to trick the Doorman into letting her inside. When that doesn't work, Jessika will summon a Void Drone to listen in on the required password in order for you to enter.
She'll give you the drone. Place it on a Low box located just by the door. Make sure that the workers do not notice you as you do so. When the next worker arrives to enter, a short cutscene will appear, and the Drone will get the password. Recover it by Investigating the Low Box, and then go and talk to Korasi.
She'll tell you to steal an Insignia from one of the leaving Workers (Laden indentured worker). Pickpocket them just as they turn their back on you, and you won't get caught. Proceed to Knock-on the guarded door.
Murder one of the workers to obtain his key. Make sure you drain your prayer to 0 points or the Elite Black Knights in the next room will drain it to heal themselves. Once you're ready, proceed to the next room and confront the Knights. Kill them, and talk to the caged Pest.
You can choose to either let the pest free or to kill it. Once you've chosen, Korasi will offer to teleport you to the Void Knight's Outpost. Whether you take her up on her offer or not, you will have to make your way there to speak to Commodore Tyr and finish the quest.


Congratulations, you've completed A Void Dance!


I couldn't take any pictures during the quest for some reason, so someone else will have to take care of that. I also don't have time to fine-write the guide, so anyone else up for it? :P

04-Aug-2010 - Elite Treasure Trails and New Rewards

Posted by Muscular Ape on August 4th, 2010, 9:46 am. Category: RuneScape News
Quote:
Treasure Trails have been given an improvement today with fiendish new challenges to test even the mightiest adventurer, but also many new rewards to tempt them. You may find that the likes of Bork, the Corporeal Beast and the Skeletal Horror (among others) now have a rare chance of dropping an elite clue scroll.

These clues are a step beyond what has gone before, whether it’s a scanning orb that only highlights the next clue when you’re standing near it, or a simple compass showing the direction of the next clue but not the distance. Even finding your next clue might not be so easy, as you may disturb a powerful follower of Guthix or end up racking your brains over one of the tricky new Celtic knot puzzles.

Stick with it, though, and you may be lucky enough to receive one of the 150+ new reward items! There are new bows, Third Age druidic gear, dragon masks, animal staves, kits to improve the look of dragon armour, and items for followers of Armadyl, Bandos and even Zar- (shh!)

Many of the new reward items are for the elite trails, but easy, medium and hard trails have had some added too. We’ve also added a mechanism to ensure that each and every treasure trail completed will reward you with at least one treasure trail-specific item, by introducing new items common to all levels of trails.

The cross-trail items include Saradomin, Guthix and Zamorak arrows (which have a chance of causing elemental damage and vanish on impact); single-use teleport scrolls to out-of-the-way places like Nardah and Miscellania; stackable biscuits that each restore one Prayer Point (plus a few life points); and existing items like sweets, torn pages and firelighters. Oh, and let’s not forget the meerkat summoning pouches, which will bring a cute little treasure-hunting familiar to your side...

Finally, we’ve introduced scroll boxes, which look different from caskets. This way, you can know for certain that opening a scroll box will always lead you to another clue scroll, and that when you do finally get a casket, you’ll know not to open it in a dangerous area, because it will always contain...TREASURE!

Adventurers, the trails await!

Mod Maylea
RuneScape Content Developer


In other news...

Treasure Trails supplemental:

As part of the Treasure Trails update, some of the older clues and puzzles requiring specific items or combinations of items have been substituted with more suitable ones.

Demo mode removed:

This week sees the removal of the demo mode option for new players; existing demo mode users will be able to continue playing for the time being.

Dwarf cannon:

You can now have multiple parts of a dwarf cannon in your bank or inventory, but you may only set one cannon up at a time. This is a slight change: previously, you could only have one of each of the four dwarf cannon parts or one cannon on the ground.

Shattered Heart rocks:

You should now be able to get strange rocks from any Construction activity that would garner you Construction XP (building furniture, making flatpacks) while in your player owned house.


REWARDS

02-Aug-2010 - Behind the Scenes - August

Posted by Rory on August 2nd, 2010, 5:47 am. Category: RuneScape News
Source wrote:
Our first game update this month is the next part of our Void Knight quest series, A Void Dance. You’ll team up with Korasi again to track a strange creature across the world, find out why certain people have been acting strangely, and discover some of the truth behind the events of ‘Quiet before the Swarm’. On the way you’ll solve some tricky puzzles, such as keeping an alchemical experiment from exploding in your face, navigating a maze of beer, and infiltrating the stronghold of one of the Void Knights’ enemies. This is an ‘experienced’ quest with requirements of around level 50 in several different skills.

We also have another MASSIVE update for Dungeoneering scheduled this month. Stretching all the way from floors 36 to 47 of the dungeons, the occult floors are home to some of the most vicious boss monsters found in the entirety of Daemonheim. There are 6 new bosses in total, including:

Yk’Lagor the Thunderous! Originally one of the first bosses encountered on the occult floors, this demon has since been promoted to the final boss of the occult theme thanks to his dramatic introduction and challenging boss mechanic. It’s easily one of the most impressive encounters yet.

Image

If you’re looking to spend your Dungeoneering tokens, we will be introducing eight new rewards, featuring the Ring of Vigour (a reduction to the cost of special attacks), the Eye of the Warrior, which reflects melee damage back to your opponent, and the Rigour prayer, which increases both your ranged damage and your Defence.

If XP is more your thing, the occult floors will give you the chance to increase your Dungeoneering XP gains. With the occult floors descending all the way to floor 47, you’ll be able to obtain 47 prestige instead of the 35 you are used to, meaning greater XP per hour.

You’ll encounter several creatures that are new to Daemonheim, including undead necromancers, who will summon skeletal minions to impede your progress. You may survive these, but you’ll still have to navigate nine new and fiendish challenge rooms, where deadly herbs and tightrope walking awaits.

On the week of RuneFest, we’ll be releasing a new activity on the Void Knight Island that gives you a unique method of earning Pest Control rewards. The Void Knights have devised an exercise to train their squires and knights in tactical thinking. ‘Conquest’ will put you in command of a squad of Void Knights in a turn-based, player-vs-player, tactical war game. Choose the composition and formation of your army, unleash game-changing special abilities, and prove yourself one of RuneScape’s finest tactical minds on its high score tables. Look out for events in game that week to celebrate the latest addition to our activity catalogue.

Please note – Last month’s Treasure Trail updates, sadly rescheduled due to unrelated technical engine issues out of our control, will go live with the first August update.

In other news, we'll be offering you the ability to gain 10 additional bank spaces; you'll be able to obtain strange rocks when constructing furniture in the ‘Build’ mode of your POH; and you'll hover over agility shortcuts on your world map to find out more about them. Have fun!