• scissors
    April 30th, 2009ThelmaUncategorized
    guitar hero results
    Activision reveals the tracks from the first Guitar Hero game that will appear in Greatest Hits full band experience

    Last week, Guitar Hero fans were tasked with deciding the order in which songs will be revealed for Guitar Hero Greatest Hits. The votes tallied in the first week established the original Guitar Hero game as the clear victor.

    The voting continues this week, and fans can now cast their votes online at GreatestHits.GuitarHero.com to determine which of the remaining genre-defining titles, Guitar Hero II, Guitar Hero Encore: Rocks the 80s and Guitar Hero III: Legends of Rock, they would like to have the songs revealed from next.

    Guitar Hero Greatest Hits explodes onto store shelves on 26 June, 2009 with 48 master tracks now playable for the entire band, including the following tracks from the first Guitar Hero game:

    Guitar Hero
    Pantera - “Cowboys From Hell (Live)”
    Franz Ferdinand - “Take Me Out”
    Queens Of The Stone Age - “No One Knows”
    Joan Jett & The Blackhearts - “I Love Rock N’ Roll”
    Boston - “More Than A Feeling”
    White Zombie - “Thunder Kiss '65”
    Blue Öyster Cult - “Godzilla”
    Helmet - “Unsung (Live)”
    Queen - “Killer Queen”
    Incubus - “Stellar”
    Ozzy Osbourne - “Bark At The Moon”
    Deep Purple - “Smoke On The Water”
    The Donnas - “Take It Off”
    The Exies - “Hey You”


    Turn down the lights, crank up the amps and prepare to command center stage as some of the most famous AND infamous tracks from Guitar Hero, Guitar Hero II, Guitar Hero Encore: Rocks the 80s and Guitar Hero III: Legends of Rock step into the spotlight in the most epic, full band jam session to-date - Guitar Hero Greatest Hits. The #1 best-selling video game franchise of 2008 presents the best of the best to music video game aficionados so they can join together for guitar, bass, drums and vocals in-game and rock to master tracks of their favorite Guitar Hero music.

    Featuring 48 master recordings, Guitar Hero Greatest Hits delivers exciting online and offline gameplay modes including Band Career and 8-player “Battle of the Bands,” which allows two full bands to compete head-to-head online. Players’ rock n’ roll fantasies turn to realities as they create their rocker, compose original music and share it with the world through the innovative Music Studio, GHTunesSM and robust Rock Star Creator gameplay modes first introduced in Guitar Hero® World Tour.
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    April 29th, 2009ThelmaUncategorized

    Several of my past articles and numerous posted comments have all addressed the topic of how to get players more involved in a campaign beyond just actively pursuing the adventure at hand.  Although it would be great if players just wanted to be drawn into the campaign without effort it rarely ever works out that way.  It takes a DM who consciously creates and evolves both a world and a story that compel the players to invest their attention, their energy, and their creativity into the shared experience.  This of course is much easier said than done.

     

    In our campaign I like to try and accomplish this through the use of several techniques, primarily in-depth verisimilitude, character driven plot-lines, and a well developed setting.  Although all of these things work well they tend to take a lot of time, energy, and planning.  So if you don’t have a lot of extra time, or find yourself already in mid-campaign and need a quick boost, I offer the following few tips to get into your players heads and get them thinking about the campaign.  Nothing draws in players like curiosity.  Although I think there is an old saying about curiosity you may want to warn your players about.  Then again, maybe you don’t…

     

    The Unusual and the Odd

    I like to add quite a few unusual locations and odd circumstances to my campaigns.  These are usually simple things that may or may not prove to be of any significance but still pique the players’ curiosity and interest.  There are lots of things that can fill the bill on this technique; out of place objects (things that don’t seem to fit in with their surroundings), unusual rumors, and inexplicable locations all strike a player’s interest.  Over the years I’ve used dozens of different unusual and odd things including:

    • An ancient monument of gigantic floating stones in the middle of the woods.
    • An armband that detected as magical, glowed slightly, and could not be removed after it was put on.
    • A group of mysterious strangers that gather every new moon at the heroes’ favorite inn to play in a private, back-room dice game. 
    • A mundane animal (such as a dog, cat, or raven) that is frequently spotted; outside an inn, at the city gates, on the road, near an ancient ruin etc.
    • A crumpled-up piece of parchment that resembles a wanted poster.  There is a portrait of one of the heroes on the poster.
    • A small shrine along an infrequently traveled trail dedicated to some god or deity the heroes have never heard of.  On the ground in front of the shrine is a brass bowl of semi-coagulated blood.
    • A bunch of dead cows in a field.  They don’t appear to be injured, just dead.
    • When the heroes arrive in a new town and check into an inn that they’ve never been to before the innkeeper tells one of them he has a package for the character.  The dust covered box has been here for months, maybe years and contains a few mundane items (dagger, couple of coins, etc.).

    Any of these things might actually turn out to be relevant to the campaign, red herrings, or just simply odd occurrences that never are explained.  Regardless they will all keep your players guessing and intrigued about the world they are in.

     

    To Good to Be True

    Every once and a while I like to have a patron offer the heroes a reward that seems way out of proportion to the task at hand.  Of course the players always expect there’s more than meets the eye and that’s a classic story hook, but I like to let things go off without a hitch.  That breeds wonderful paranoia.  I’ve seen players go so far as to quickly get rid of their treasure for far less than it’s worth for fear of it being cursed, or worse. 

     

    I also like to pull the old “Indiana Jones and the Golden Idol” maneuver.  Leave some great treasure in a place that seems like an obvious trap and then let the heroes simply walk off with it, no strings attached.  I stumbled upon this by accident recently when I realized that I was a few treasure parcels shy for the characters at their level.  It had been a few encounters since the heroes had acquired anything valuable so I decided that they would come across a few nice items in an out of the way part of the ruined crypts they were exploring.  I described what appeared to be the site of a long-forgotten battle, skeletal remains and the signs of a fight were everywhere.  Amongst the battle-scarred remains I left three magic items, a map, and some incidental monetary treasure.  The players spent nearly an hour in the room looking for traps, an ambush, invisible chupercabras, ninjas, you name it.  Eventually the party decided to leave everything alone without touching it because some sprit had generically warned the party to “not disturb the halls of the dead” earlier in the adventure.  I of course don’t like to argue with player decisions, so they left without any treasure and I left with a new method of getting in their heads.

     

    Again this is another technique that gets players to really think about their surroundings and question the events and circumstances of the adventure.  Remember two important Dungeon Master keywords; paranoia and curiosity.  These are the words that suck players into your world.

     

    What’s in a Name?

    I’ve always been sure to give proper names to the NPC’s that the characters interact with.  Of course most of us remember to name important people like nobles, guild-masters, and major antagonists.  We also tend to name people the characters interact with frequently such as a favorite inn-keeper, blacksmith, or hireling.  Names build verisimilitude and a great sense of continuality to the campaign. 

     

    In my current campaign however I’ve begun naming everyone.  I mean absolutely everyone especially combat encounter NPC’s who won’t live to see the end of the encounter.  If you want to see one of your minor encounters become a big-deal to your players have one of the enemy shout out to another by name.  The very first encounter in my current campaign featured a group of goblins ambushing the heroes.  It was a simple 1st level, nothing-to-it encounter.  During the attack one of them yelled to Gratz, another goblin, by name.  The mood around the table changed instantly.  Suddenly the players were unsure of the encounter, characters hesitated.  Perception checks were made, defenders guarded against an imagined counter-attack, and Gratz was approached much more cautiously.  By the time the encounter was over Gratz lay dead and paranoia was alive and well. 

     

    The effect was unexpected and totally unplanned but the intensity of the encounter completely changed.  The players began asking questions and getting drawn into the goblins’ world.  They were no longer simple goblins attack travelers.  The players wanted to know who they were, and where they came from.  They wanted to know whether or not anyone else knew of these goblins or recognized their banner.  Almost by accident the nature of the campaign changed.  Since that time everyone in our campaign has a name, even NPC’s whose names may never be heard. 

     

    As a final note when the heroes in my campaign fought some other goblins a couple of levels later one of them attacked yelling that they had killed his brother Gratz.  It was a great moment at the table as I watched the players begin thinking more in terms of cause-and-effect and the big picture, instead of looking at the world as a random string of encounters.

     

     

    Of course all of these techniques loose a little “shock value” as they are used over time.  But if you keep using them your world will become more vivid and “real” and the players will find themselves much more immersed in the campaign.  And that will add a new level to your role-playing experience.

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  • scissors
    April 28th, 2009ThelmaUncategorized

    Online 3D racing games are entertaining and sophisticated as they come with very good graphics. Online 3D racing games include races using luxury cars, spaceships, buses, barrels, juggernauts, bikes and boats too. These games are becoming challenging and complex as the internet connectivity speeds are getting enhanced and the resolution of the three dimensional graphics getting excellent. The games are not at all boring as new features or rules or graphics or levels are introduced from time to time that the player might have to beat his own highest score by playing harder than his previous games. Moreover it is safer than the real racing games as the player does not get hurt.

    Online 3D racing games are becoming very hot, especially among the LAN users. They can be played against total strangers or friends. Many of the racing games are creative kind of racing including the ones which require running into maximum number of cars possible and racing using a barrel on the road. There’s also a game which is very famous online where the player and his friends have to race without any kind of transportation. It means, the player has to run via various terrains using a map, the first player or person who navigates successfully is declared as the winner.

    The main factors that make the online 3D racing games appealing to all age groups are the easiness of getting in to the game, competition from other players, excellent graphics with good sound, faster loading of the game and so on create the perfect mood for racing.

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  • scissors
    April 27th, 2009ThelmaUncategorized
    media crazychickenatlantisboxsmallmedia gianasistersboxsmallmedia anothertimeleafboxsmall
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  • scissors
    April 26th, 2009ThelmaUncategorized

    3336320891 52cce7443d

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  • scissors
    April 25th, 2009ThelmaUncategorized
    playstation 3 firmware 2.70
    The thought and prospect of it has kept people anxiously waiting, but due to recent news, it looks as if Playstation 3 owners might not be waiting much longer for the next firmware version from Sony.

    You may not be aware, but there is a certain bug in the PSN game ”Supersonic Acrobatic Rocket-Powered Battle-Cars”, which is causing all sorts of sign-out problems for some users. Well two members from Psyonix (the development team for that game) have stated on their official forums that they are working hard to fix the bug, but more importantly, they said that Sony fixed a bug in the next firmware 2.70 update that may fix these problems.

    While, some fans of the game will be wondering when the problem will be fixed, a lot more were interested in the 2.70 hint that the developer gave out. A reply from another member of the dev team stated: “IIRC it will drop later this month. And contain lots of fun new fixes. I’m excited about this one, lots of new stuff. :). ”
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  • scissors
    April 24th, 2009ThelmaUncategorized

    To celebrate the release of Resident Evil 5 on Friday, March 13th, Capcom and our friends at GameStop are throwing a launch party! On the eve of the launch, Thursday the 12th, meet us at Union Square in San Francisco to usher in Resident Evil 5. The event kicks off at 8pm and ends at midnight when you will be able to pick up your game- in-between we’ll have plenty going on to keep you busy. For starters, there will be a whole tent dedicated to the game where tons of kiosks will be set up and players will get a chance to get their hands on the game before grabbing it at midnight. You’ll also have the chance to win prizes and giveaways, meet the development team including co-producers, Takeuchi-san and Kawata-san and hang out with the motion capture/voice actors that played Chris, Sheva and Josh. To top it all off there will be new game announcements, stage shows, and Resident Evil activities all through out the night.

    In order to guarantee you get the game at midnight, please stop by the Powell Street GameStop before the party to get your game transaction processed. You will need to get your proof of purchase wrist band and receipt for the GameStop store in order to pick-up your game at the party.

    Also make sure to get there early as there will be limited space and we want to make sure you all get to enjoy the party!

    Just to re-cap the details: be at Union Square in San Francisco by 8:00pm. I highly recommend getting there EARLY. We’ll party until midnight, then you can get your copy of the game with proof of purchase at the Powell St. GameStop. See you there!

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  • scissors
    April 23rd, 2009ThelmaUncategorized

    Excitebots

    Let’s face it…Excitebots is not going to be a huge seller. With that said, the game could definitely become a sleeper hit. There’s a very vocal crowd of Excitetruck fans, and they are ready to hop into the driver’s seat of bug/animal-themed vehicles for the sequel. Excitebots looks too damn crazy not to be interesting, and it may end up finding a bigger crowd than Excitetrucks did.

    Article here

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  • scissors
    April 22nd, 2009ThelmaUncategorized

    124055 waluigi

    This is a horrible topic…I know I shouldn’t be laughing at it. I just can’t help it though. Waluigi definitely looks pretty damn scary.

    Article here

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    April 21st, 2009ThelmaUncategorized
    Free Midnight Club Los Angeles South central
    South Central Map expansion will be available for download FREE of charge on PLAYSTATION Network and Xbox LIVE - The South Central Map Expansion adds an entire extra 1/3 of Los Angeles territory to the already massive in-game map. Four distinct neighborhoods: Baldwin, Crenshaw, Exposition and Huntington - filled with such iconic landmarks as the USC campus, Shrine Auditorium, and Crenshaw Plaza.

    Download the South Central Map Expansion to race through South Central online with friends who have the South Central Premium Upgrade or to cruise in while playing offline.
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