Thursday, November 19, 2009

Playing Texas Hold'Em at The Poker Practice

At the Poker Practice, you'll discover a fun, fast-paced poker game suitable for players of all levels. Enjoy playing unlimited Texas Hold'Em on our state-of-the-art software where you can enjoy a multitude of exciting player options. Choose to play at an Easy or Hard level, the number of competitors from 2 to 5, and, for those who enjoy playing in a realistic casino atmosphere, try our ambient casino sounds option to hear clinking chips and shuffling cards.

Best of all, getting started at The Poker Practice doesn't require any commitments from you. You don't even have to register to the site, let alone pay membership fees, download and install software, or receive annoying promotional e-mails. The Poker Practice offers you a fun, high stakes poker game with absolutely no strings attached. Simply log onto the website from your browser to enjoy no-hassle no download poker games with realistic casino sounds and exciting graphics, the game and its poker odds has no difference than playing Texas holdem in a real casino or the poker online.

READ MORE -
READ MORE -

A Basic Overview of Texas Hold'Em

Texas Hold'Em is a competitive poker game played in several rounds where players bet to advance from one stage to the next. It is a game of skill, strategy and, like all card games, luck. The objective of Texas Hold'Em is very clear: have the best five-card poker hand at the end of the game. Meeting the objective, however, is extremely challenging.

In Texas Hold'Em, each player is dealt two private cards, and all players share five community cards. Community cards are the X factor in Texas Hold'Em. They are revealed slowly through three rounds of play called the Flop, the Turn and the River. The challenge of Texas Hold'Em is for the player to determine which cards will appear, how to use the cards, how other players will try to use the cards, and the odds of winning with particular cards.

In Texas Hold'Em, players must take all of these factors into account when betting. During every round, players choose to forfeit (fold), or to place bets to remain in the game. Betting, however, can often be misleading. Players use bets not only when they have a good poker hand, but sometimes to deceive other players into thinking they have something that they don't.

If this all sounds complicated and exciting, you're right-it is. However, don't let that discourage you. Here at The Poker Practice, we provide you with everything you need to know about winning poker games
READ MORE -
READ MORE -

Sunday, November 15, 2009

World of Warcraft

World of Warcraft
World of Warcraft CD Key + 30 days play [US]
Click to enlarge

Rich in legend and filled with adventure, the World of Warcraft awaits! For the first time, you'll experience the lands of Azeroth from a new, in-depth perspective. As heroes, you'll explore familiar battlefields, discover new lands and take on epic quests and challenges in Blizzard's massively multiplayer, on-line, role-playing game.

Live in a seamless, persistent world set in the Warcraft Universe.
Visit familiar landmarks and explore uncharted lands.
Experience a dynamic world with constantly changing events and situations.
Meet, adventure and trade with thousands of other players simultaneously.
Engage in fast paced combat against multiple opponents.
Enjoy hundreds of hours of gameplay created by a rich and dynamic quest system.
Manage characters and navigate the world using a simple and intuitive interface.

Hardware Requirements

Minimum PC System Requirements:

  • 15 GB available HD space
  • 512 MB RAM (1 GB required for Vista Users)
  • 4x DVD-ROM drive
  • Broadband Internet connection
  • Latest Video Drivers
  • Windows® XP/Windows Vista® (Latest Service Packs)
  • Intel Pentium®4 1.3 GHz or AMD Athlon XP 1500+
  • 32 MB 3D GPU such as an ATI Radeon 7200 or better

Recommended PC Specification:

  • 1 GB RAM (2 GB recommended for Vista Users)
  • Two-button scroll-wheel mouse
  • Dual Core Processor
  • 128 MB VRAM 3D graphics processor such as an ATI Radeon X1600

Minimum Mac System Requirements:

  • 15 GB available HD space
  • 512 MB RAM
  • 4x DVD-ROM drive
  • Broadband Internet connection
  • Latest Video Drivers
  • Mac® OS X 10.4.11 or newer
  • PowerPC G5 1.6Ghz or Intel Processor
  • ATI Radeon 9600 or better

Recommended Mac Specification:

  • 1 GB RAM
  • Two-button scroll-wheel mouse
  • Dual Core Processor
  • 128 MB VRAM 3D graphics processor such as an ATI Radeon X1600
  • Mac® OS X 10.4.11 or newer
  • Intel Processor
  • 128MB Video card such as an ATI Radeon X1600 or better

Business Hours: We are open 24 hours a day, 7 days a week! =)

Delivery: Phone confirmation is required for all first time purchases. In most cases we will call you within 20 minutes of purchase, please check your spam folders and contact us on live chat if you do not hear from us within 90 minutes of purchase! Key should be emailed shortly after phone confirmation. Nothing shipped.

Return Policy: Once a box has been opened and a key has been emailed, there can be no refund.

Rich in legend and filled with adventure, the World of Warcraft awaits! For the first time, you'll experience the lands of Azeroth from a new, in-depth perspective. As heroes, you'll explore familiar battlefields, discover new lands and take on epic quests and challenges in Blizzard's massively multiplayer, on-line, role-playing game.

Live in a seamless, persistent world set in the Warcraft Universe.
Visit familiar landmarks and explore uncharted lands.
Experience a dynamic world with constantly changing events and situations.
Meet, adventure and trade with thousands of other players simultaneously.
Engage in fast paced combat against multiple opponents.
Enjoy hundreds of hours of gameplay created by a rich and dynamic quest system.
Manage characters and navigate the world using a simple and intuitive interface.

Hardware Requirements

Minimum PC System Requirements:

  • 15 GB available HD space
  • 512 MB RAM (1 GB required for Vista Users)
  • 4x DVD-ROM drive
  • Broadband Internet connection
  • Latest Video Drivers
  • Windows® XP/Windows Vista® (Latest Service Packs)
  • Intel Pentium®4 1.3 GHz or AMD Athlon XP 1500+
  • 32 MB 3D GPU such as an ATI Radeon 7200 or better

Recommended PC Specification:

  • 1 GB RAM (2 GB recommended for Vista Users)
  • Two-button scroll-wheel mouse
  • Dual Core Processor
  • 128 MB VRAM 3D graphics processor such as an ATI Radeon X1600

Minimum Mac System Requirements:

  • 15 GB available HD space
  • 512 MB RAM
  • 4x DVD-ROM drive
  • Broadband Internet connection
  • Latest Video Drivers
  • Mac® OS X 10.4.11 or newer
  • PowerPC G5 1.6Ghz or Intel Processor
  • ATI Radeon 9600 or better

Recommended Mac Specification:

  • 1 GB RAM
  • Two-button scroll-wheel mouse
  • Dual Core Processor
  • 128 MB VRAM 3D graphics processor such as an ATI Radeon X1600
  • Mac® OS X 10.4.11 or newer
  • Intel Processor
  • 128MB Video card such as an ATI Radeon X1600 or better

Business Hours: We are open 24 hours a day, 7 days a week! =)

Delivery: Phone confirmation is required for all first time purchases. In most cases we will call you within 20 minutes of purchase, please check your spam folders and contact us on live chat if you do not hear from us within 90 minutes of purchase! Key should be emailed shortly after phone confirmation. Nothing shipped.

Return Policy: Once a box has been opened and a key has been emailed, there can be no refund.



Rich in legend and filled with adventure, the World of Warcraft awaits! For the first time, you'll experience the lands of Azeroth from a new, in-depth perspective. As heroes, you'll explore familiar battlefields, discover new lands and take on epic quests and challenges in Blizzard's massively multiplayer, on-line, role-playing game.

Live in a seamless, persistent world set in the Warcraft Universe.
Visit familiar landmarks and explore uncharted lands.
Experience a dynamic world with constantly changing events and situations.
Meet, adventure and trade with thousands of other players simultaneously.
Engage in fast paced combat against multiple opponents.
Enjoy hundreds of hours of gameplay created by a rich and dynamic quest system.
Manage characters and navigate the world using a simple and intuitive interface.

Hardware Requirements

Minimum PC System Requirements:

  • 15 GB available HD space
  • 512 MB RAM (1 GB required for Vista Users)
  • 4x DVD-ROM drive
  • Broadband Internet connection
  • Latest Video Drivers
  • Windows® XP/Windows Vista® (Latest Service Packs)
  • Intel Pentium®4 1.3 GHz or AMD Athlon XP 1500+
  • 32 MB 3D GPU such as an ATI Radeon 7200 or better

Recommended PC Specification:

  • 1 GB RAM (2 GB recommended for Vista Users)
  • Two-button scroll-wheel mouse
  • Dual Core Processor
  • 128 MB VRAM 3D graphics processor such as an ATI Radeon X1600

Minimum Mac System Requirements:

  • 15 GB available HD space
  • 512 MB RAM
  • 4x DVD-ROM drive
  • Broadband Internet connection
  • Latest Video Drivers
  • Mac® OS X 10.4.11 or newer
  • PowerPC G5 1.6Ghz or Intel Processor
  • ATI Radeon 9600 or better

Recommended Mac Specification:

  • 1 GB RAM
  • Two-button scroll-wheel mouse
  • Dual Core Processor
  • 128 MB VRAM 3D graphics processor such as an ATI Radeon X1600
  • Mac® OS X 10.4.11 or newer
  • Intel Processor
  • 128MB Video card such as an ATI Radeon X1600 or better

Business Hours: We are open 24 hours a day, 7 days a week! =)

Delivery: Phone confirmation is required for all first time purchases. In most cases we will call you within 20 minutes of purchase, please check your spam folders and contact us on live chat if you do not hear from us within 90 minutes of purchase! Key should be emailed shortly after phone confirmation. Nothing shipped.

Return Policy: Once a box has been opened and a key has been emailed, there can be no refund.

READ MORE - World of Warcraft
READ MORE - World of Warcraft

The World's Gone BINGO!

Jackpot City Online Bingo is built on simple, fun and rewarding gameplay that’s all about community and all about Bingo. Its software platform and strategy allows for a fantastic, interactive entertainment offering that promotes a sense of community, ensuring player loyalty.


Player benefits:
Free Trial + 100% Match Offer up to £50.


Bingo features players will love:

Meet new people and make friends in our chat room!
Play our chat games and quizzes!
Win prizes every day including holidays, money and much more!
Player-involved Chat Moderators will keep players interested in on-going games.
Daily cash and prize giveaways
Easy functionality from industry-leading software vendor, Virtue Fusion
Great Bingo sweepstakes
Direct mail scratch cards
FREE Auction and Cash Back Points
A Free Trial and 100% Match Offer
A community-based Chat feature that brings Bingo players together
An informative and entertaining newsletter and more.
READ MORE -
READ MORE -


Make Online Bingo Your Game

Online Bingo is taking the world by storm. And, leading the way is JackpotCity.co.uk Online Bingo with its new Spanish and Swedish software launch.

With chat games, prizes, competitions, huge jackpots, daily promotions and games every 6 minutes, JackpotCity Online Bingo will keeps players coming back for more.

So why should you play at JackpotCity.co.uk Online Bingo ?

It's multi language
It’s fun
It’s easy to play
It’s safe and secure
Play for as little as 5p
Players will receive a fabulous Welcome Bonus !

Jackpot City

Jackpot City French

Jackpot City German

Jackpot City Italian

Jackpot City Spanish
READ MORE -
READ MORE -

Wednesday, November 11, 2009

Games

Games

Several games in the Metal Gear series

The original Metal Gear, designed by Hideo Kojima, debuted in 1987 for the MSX2 computer platform in Japan and Europe. A heavily modified port produced by a different team was released shortly after for Nintendo's Family Computer in Japan and its counterpart, the Nintendo Entertainment System (NES), in North America and Europe. Konami then decided to produce a sequel for the NES, titled Snake's Revenge, which was also done without Kojima's involvement and released in 1990 in North America and Europe. One of the designers who worked on Snake's Revenge became acquainted with Hideo Kojima and asked him to do a "real Metal Gear sequel". Kojima accepted his request and began development on his own sequel, titled Metal Gear 2: Solid Snake, released in Japan for the MSX2 in 1990.

After Metal Gear 2, Kojima worked on other projects (notably Snatcher and Policenauts) before directing his third Metal Gear game, Metal Gear Solid, which was released for the PlayStation in 1998. The success of Metal Gear Solid inspired a series of sequels and a prequel. Metal Gear Solid was followed by Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater for PlayStation 2 and Metal Gear Solid 4: Guns of the Patriots for PlayStation 3.

Expanded versions and remakes of the games were produced as well such as Integral, Substance and Subsistence. Several spin-off games were also produced and set outside the series' main storyline with the exception of Metal Gear Solid: Portable Ops for the PlayStation Portable.

On May 18, 2009, a teaser site for the following installment in the Metal Gear series was uploaded by Kojima Production.[3] The site has so far consisted of a series of countdowns leading to several flashing letters and the images of two characters looking like a middle-aged Big Boss and a cyborg Raiden. An article published in the July 2009 issue of Famitsu PSP + PS3 covers the content of the site and features an interview with Hideo Kojima.[4][5] The interview, revealing too many details, is heavily censored and was published that way as a request by Kojima, who is directing and designing the new game. Famitsu is to publish the full interview in its following issue.[6][7] The new game was eventually revealed to be Metal Gear Solid: Rising, which was announced on June 1, 2009 at E3, during the Microsoft Press Conference.[8] During the Sony Press Conference, Metal Gear Solid: Peace Walker was announced and confirmed to be written and produced by Hideo Kojima; it will not be a spin-off game.[9]

[edit] Storyline

[edit] Fictional chronology

The nine games in the Metal Gear series continuity create a narrative that spans five decades. Of these nine titles, three are prequels set decades before the events of the original Metal Gear. The Metal Gear continuity is as follows:

Title Setting Protagonist
Metal Gear Solid 3: Snake Eater 1964 Naked Snake (Big Boss)
Metal Gear Solid: Portable Ops 1970
Metal Gear Solid: Peace Walker[9] 1974
Metal Gear 1995 Solid Snake
Metal Gear 2: Solid Snake 1999
Metal Gear Solid (also The Twin Snakes) 2005
Metal Gear Solid 2: Sons of Liberty Tanker Chapter 2007
Plant Chapter 2009 Raiden
Metal Gear Solid 4: Guns of the Patriots 2014 Solid Snake (Old Snake)
Metal Gear Solid: Rising 20xx Raiden (Raiden)

[edit] Tone and themes

Although the series has a war setting and is of the action genre, and thus contains large amounts of graphic violence, it has an underlying tone of pacifism. This is reflected throughout the series which has dealt with such themes as the futility of war, the absurdity of nuclear deterrence, the dangers of nuclear weapons in general, the psychological effects of warfare on children and adults, the concept that enemies are only enemies in relative terms, and motivations behind the different lifestyles individuals choose. This tone and some of these themes reflect the mindset of a large amount of the Japanese cinema made since the bombings of Hiroshima and Nagasaki in 1945. Another recurring theme is the negative portrayal of centralized governments as seen in MGS2: Sons of Liberty.

The original Metal Gear, which was released in 1987 during the Cold War, dealt with the manipulation of soldiers by politicians of the East and West, countered by the concept of "Outer Heaven", a country without politics. Its sequel Metal Gear 2: Solid Snake, which was released in 1990 at the end of the Cold War, expanded on this with themes regarding political intrigue, battlefield ethics, military history, and the negative effects of warfare.

The overarching theme of the Metal Gear Solid series is that of the "gene, meme, scene and sense" and how people are affected by these factors according to the game's producer Kojima — Metal Gear Solid deals with genetics and the moral implications of genetic engineering, Metal Gear Solid 2: Sons of Liberty deals with how identity can be affected by the philosophies of one's society (a 'meme') and the effects of censorship on society, Metal Gear Solid 3: Snake Eater deals with how the time and place one lives in (a 'scene') affects their identity and how politics change along with the times,[10] and Metal Gear Solid 4: Guns of the Patriots deals with the 'sense' that people die, things move on and times change and that life shouldn't be lived fighting.

The longest running theme of the series is the continued manipulation of soldiers by politicians, countered in the series by a concept called "Outer Heaven". The original main villain, Big Boss, attempted to establish a purely military nation run by mercenaries solely for mercenaries. The succeeding games' villains felt they shared this ideal, coming up with new ways to create this so-called country without politics. Recently, the series has shown Big Boss in prequel games as the protagonist: a mercenary that is continually manipulated and forced through subsequent tragedies for political gain.

"Outer Heaven" has been attempted in many forms. Big Boss attempted to build his ideal state in Southern Africa in Metal Gear and in Central Asia in Metal Gear 2: Solid Snake. Liquid Snake spoke of turning a remote Aleutian island into a sovereign mercenary state in Metal Gear Solid. Solidus attempted to free Manhattan from "the Patriots" or "the La-li-lu-le-lo" in Metal Gear Solid 2: Sons of Liberty. In Metal Gear Solid 4: Guns of the Patriots, "Outer Haven" is a parent company for private military companies that employs thousands of soldiers without a country.

While every attempt to secure an "Outer Heaven" immediately results in violence, the series balances the argument with politicians continually throwing mercenaries and soldiers to the wind for personal or political gain. In Metal Gear 2: Solid Snake, several protagonists from Metal Gear return as antagonists after being betrayed by their governments. In Metal Gear Solid, the game's protagonist is purposely infected with a bio weapon because he was expected to fail as well as repeatedly lied to about the nature of his mission. In Metal Gear Solid 2: Sons of Liberty, the main protagonist was raised as a child soldier and inducted into a non-existent covert ops group complete with artificial intelligence stand-ins for commanding officers and loved ones. The prequel game Metal Gear Solid 3: Snake Eater shows Big Boss and his mentor's dialogue over the subject of loyalty to a fickle and temporary government while carrying out missions that only benefit politicians at the cost of a soldier's mind, body, heart, and future. In "Metal Gear Solid 4: Guns of the Patriots" Solid Snake is shown as an aged war veteran who is dropped in to the middle of a battlefield which consists of numerous PMCs which fight only for profit and have no ideologies. His mission is to remove The Patriots and to create a world that isn't run by war and the selfish, power hungry politicians behind it.

[edit] Characters

From top to bottom, Big Boss, Liquid Snake and Solid Snake, three central characters in the Metal Gear series as drawn by Yoji Shinkawa.

The main focus of the first two Metal Gear games for the MSX dealt with rivalry between protagonist Solid Snake, a rookie member of FOXHOUND, and antagonist Big Boss, who is initially introduced as the commanding officer of FOXHOUND in the original Metal Gear, but is later revealed to be the leader of the South African fortress of Outer Heaven. In the following game, Metal Gear 2: Solid Snake, Big Boss returns, taking control of the hostile nation of Zanzibarland in Central Asia, confronting Snake for the second time. Supporting characters during this period includes fellow FOXHOUND agent Gray Fox and Metal Gear designer Dr. Drago Pettrovich Madnar, both of whom were on Snake's side during the first game, but became antagonists in the second.

Metal Gear Solid elaborates on the storyline of the early games, by revealing Solid Snake's heritage as a genetic clone of Big Boss, created from a secret government project. Here we are introduced to a new antagonist in the form of Liquid Snake, Snake's long-lost twin brother and leader of FOXHOUND after Snake's retirement. A third Snake brother also exists in the form of Solidus Snake, who is first introduced as the US President in the end of MGS and serves as the main antagonist of Metal Gear Solid 2: Sons of Liberty. During this time, the cast roster expands to include major recurring characters. Revolver Ocelot, a Russian spy, is introduced as an evil henchman to both Liquid and Solidus but is in truth manipulating them to further the agenda of a third party. Metal Gear Rex designer Hal "Otacon" Emmerich is Solid Snake's sidekick and co-founder of the anti-Metal Gear organization Philanthropy. Colonel Roy Campbell is Snake's former commander in FOXHOUND and former confidant to Big Boss. Raiden, the surprise protagonist of Metal Gear Solid 2, is a soldier trained to replicate Solid Snake's success.

Metal Gear Solid 3: Snake Eater, which is chronologically the first game in the series, introduces a younger version of Big Boss during the Cold War, who goes by the codename of Naked Snake. Naked Snake is a former Green Beret. Naked Snake is supported via radio by the FOX unit, which is lead by an ex British SAS (Special Air Service) agent called Major Zero, Paramedic (medical support), and Sigint (weapons/equipment support).The game focuses on the rise of Naked Snake from apprentice to legendary soldier, as well as the downfall of his mentor and matriarcal figure, The Boss. The origins of the Metal Gear mecha, The Patriots, The Philosophers, and FOXUNIT are all explored in MGS3. The game also features a younger version of Ocelot, where his origin as a triple agent for the KGB, GRU and CIA is explored. The recent Metal Gear Solid: Portable Ops, serves as a direct sequel to MGS3 and features some of the same supporting characters, as well as young versions of Roy Campbell and Gray Fox. Metal Gear Solid 4: Guns of the Patriots features the return of several characters that were in the first, second, and even third Metal Gear Solid games.

A motif in the Metal Gear Solid games is the presence of a specialized team of commandos with unique abilities that serve as the bosses in each game, starting with Solid Snake's former unit, FOXHOUND. Dead Cell, the Cobra unit, and the "Beauty and the Beast" unit, featured in Sons of Liberty, Snake Eater, and Guns of the Patriots respectively. Portable Ops parallels Solid Snake's confrontation with FOXHOUND by having his genetic progenitor, Naked Snake, confront his own former unit FOX. A recurring theme amongst the bosses of Metal Gear Solid is that they adopt a name in the form of "The Sons of...". Liquid Snake referred to his army on Shadow Moses as the sons of Big Boss, due to everyone possessing genes from Big Boss's remains. Solidus Snake labeled Dead Cell and the Gurlukovich mercenaries under the unifying name "The Sons of Liberty", to fit his goal of liberating a city from the Patriots. Though it was not mentioned as much in Snake Eater, The Pain and Colonel Volgin use the name "sons of the Boss" in conversations with Big Boss, referring to those who were trained and have fought alongside the Boss. In MGS4, the term "Sons of the Patriots" is coined.

Another motif is the presence of a Ninja-like character, starting with Black Ninja/Black Color in Metal Gear 2: Solid Snake, who was really Kyle Schneider, one of Snake's contacts in the original Metal Gear. The Cyborg Ninja is featured in the original Metal Gear Solid, and revealed to be none other than Gray Fox, Snake's former war buddy turned enemy. The identity is later adopted by another character (Olga Gurlukovich) in Sons of Liberty. The tradition of Ninja-like is continued by Null (who is revealed to be a younger Gray Fox) in Portable Ops and even Raiden himself (who now dons a Cyborg exoskeleton) in Guns of the Patriots. A final motif is the presence of support staff who can only be contacted by radio. Snake is generally inserted into a location as a solo operative without on-site backup. However, he is supplied with a "Codec" radio, which puts him in constant contact with a support staff who have been gathered to provide him with assistance. This staff generally includes: his commanding officer, who is in overall charge of the operation; a character or several characters who teach him to use any weapons and/or items he may procure on-site (often with direct reference to the DualShock controller the player is holding; Metal Gear Solid, as a rule, does not have a fourth wall); any on-site undercover or double agents Snake may come into contact with, including the Cyborg Ninja if one is in the game; and a "data analyst" who allows him to save his game. They can be contacted at any time for advice or moral support; Snake may also be given opportunities to inquire about their histories, making them full-fledged characters in their own right. Codec conversations are so emblematic of the series that a number of them were included in Super Smash Bros. Brawl, allowing Snake to call Col. Campbell, Otacon and Mei Ling for advice on defeating his opponents.

[edit] Related media

[edit] Novelizations

A novel based on the original Metal Gear was published in 1989 as a part of Scholastic's Worlds of Power line-up of novelizations created by FX Nine based on third-party NES games.[11] It was written by Alexander Frost. The Metal Gear novelization is not based on the game's actual storyline (as Kojima was not involved in the production of the book), but rather on Konami of America's localization of the plot (as depicted on the game's manual). The book takes even further liberties by giving Solid Snake the name of Justin Halley (since refuted by Metal Gear Solid) and by changing the name of Snake's unit from FOXHOUND to the "Snake Men". Since the books were aimed at younger readers, Snake doesn't kill anyone and only uses his handgun once to destroy a lock. The cover artwork was airbrushed to remove Snake's gun.

In Japan, a Metal Gear gamebook was published on March 31, 1988, shortly after the release of the Famicom version as part of the Konami Gamebook Series, set two years after the events of the original Metal Gear.[12]

A novelization based on Metal Gear Solid by Raymond Benson was published on May 27, 2008.[13] A Japanese-language novelization of Guns of the Patriots by Project Itoh was published on June 12, 2008.[14]

Metal Gear Solid 2: Sons of Liberty contains two works of fan fiction based on the plot of the original Metal Gear Solid that can be accessed in the game's "specials" menu.

[edit] Radio drama

A radio drama based on the original Metal Gear Solid aired in Japan from 1998 to 1999 as part of Konami's syndicated clud DB program. Directed by Shuyo Murata and written by Motosada Mori, the serial lasted over 18 weekly installments spanning three story arcs. The series was later collected as a two-volume set.[15][16]

The series serves as an alternate continuation to the events of Shadow Moses, with Solid Snake, Meryl Silverburgh, Mei Ling and Roy Campbell going on further missions as FOXHOUND operatives (Mei Ling and Meryl are depicted wearing a BDU and a sneaking suit respectively), although the stories are not considered part of the mainstream Metal Gear canon. The Japanese voice actors from the game (Akio Otsuka, Kyoko Terase, Takeshi Aono and Houko Kuwashima) reprised their roles for the series, while new characters are introduced as well.

[edit] Comics

A comic book adaptation of the original Metal Gear Solid was published by IDW Publishing in 2004. It was written by Kris Oprisko and with illustrations by Ashley Wood. The series is comprised of 12 issues and has been collected in two trade paperbacks as well as a single hardback collector's edition. A comic book adaptation of Metal Gear Solid 2: Sons of Liberty has also been published by IDW, written by Alex Garner with illustrations by Ashley Wood.

The comics were released in digital formats in 2006 and 2007.

[edit] Toys

In 1999, McFarlane Toys, with the collaboration of Konami, launched a series of action figures depicting key characters from the original Metal Gear Solid video game.[17] In 2001, following the success of the first series, and with the release of Metal Gear Solid 2: Sons of Liberty, McFarlane Toys and Konami combined their efforts to produce a line of action figures depicting Sons of Liberty's main characters. Each character has a piece of Metal Gear RAY, so collecting the entire set is essential to build the robot.[18]

Konami has also released 4" scale blind-box figures based on MGS2 released in Japan, Sons of Liberty in 2002 and Substance shortly after in 2003; the Substance series was eventually brought to the US and UK markets packaged on card rather than blind boxed. During the release of MGS3, Medicom released 12" figures of Snake as part of their Real Action Heroes line. Medicom continued to support the franchise with the release of Kubrick figures for Snake Eater and Guns of the Patriots, which also included seven- and 12-inch versions of the game's characters.

[edit] DVD

Several promotional DVDs have been released detailing the Metal Gear series. Metal Gear Saga vol. 1 was released in 2006 as a pre-order disc for MGS3: Subsistence. It is divided into five chapters, each dealing with one game of the then five-part Metal Gear series in chronological order (beginning with MGS3), and each include discussions by Hideo Kojima. Metal Gear Saga vol. 2 was first shown at the 20th Metal Gear Anniversary Party, and then released as a pre-order disc for MGS4. In this, the video is presented as a pseudo-documentary about Solid Snake and is divided into a prologue and four chapters: Naked Snake-the birth of Snake (chronicling the events of MGS3, MG1, and MG2), Liquid Snake-the second snake (MGS), Solidus Snake-the third Snake (MGS2) and Solid Snake-the first Snake (setting the stage for MGS4).

[edit] Film

In May 2006, Metal Gear series creator Hideo Kojima announced that a film adaptation of Metal Gear Solid was in development. The film was purported to be in English, said to be released some time in 2011.[19] Kojima also announced at the Electronic Entertainment Expo later that month that he had negotiated a contract with a party in Hollywood to adapt the video game into a film.[20] Kojima also considered Alaska as the site of the film production, due to the game's setting in the state.[21]

David Hayter, the English voice actor for Solid Snake, had submitted his take for the movie but executives have passed on his script.[22] He has previously written the screenplay to X-Men and co-written X2, The Scorpion King and Watchmen. There has since been a petition web site started in the hope of getting David Hayter involved with the project.

Producer Michael DeLuca has expressed interest in having Equilibrium director Kurt Wimmer write the script for the movie. Later on Kurt Wimmer was opted to direct the movie adaptation.[23] However, Wimmer will not take part in the directing for the film. He was only approached to pitch a take on adapting the Metal Gear Solid franchise.[24] Konami's Aki Saito had commented that There Will Be Blood director Paul Thomas Anderson was interested,[25] but DeLuca dismissed the claim. According to an interview in Nuts Magazine actor Christian Bale is interested in playing Solid Snake in the film, [26] during an interview for Public Enemies, he stated that he has not been approached for the role.[27]

[edit] Soundtracks

READ MORE - Games
READ MORE - Games

Friday, November 6, 2009

READ MORE -

READ MORE -

Thursday, November 5, 2009

READ MORE -

Free Games Digital Paint: Paintball 2.0 Build 27

Digital Paint: Paintball 2.0 Build 27 Download. Digital Paint: Paintball 2.0 is a fast-paced, team-based, first-person shooter with a variety of game modes and support for up to 4 teams. Modes include Standard CTF, Siege (Attack/Defend), KOTH (King of the Hill), Elimination, Deathmatch (Free-for-all), and Pong. It was once a Quake2 mod but is now completely standalone and completely free.

What's New in version 2.0 Build 27:

  • Tweak: Added sleep to server loop to hopefully prevent crashed servers from eating all CPU.
  • Cvar: s_resamplequality - If set, sound resampling will use a linear algorithm to improve quality of non-48khz sound files.
  • Cvar: s_resamplevolume - Since new sounds are quieter to avoid clipping, old non-48khz sounds will be scaled down by this value (default is 0.5, 50%).
  • Cvar: s_force48khz - Enabled by default, sound settings are forced to high quality (48khz). If you wish to use
  • Media: Surface specific splat sounds.
  • Media: New 68 Carbine and VM-68 recordings.
  • Media: Fixed admin map changing menu.

Download Free Game Digital Paint: Paintball 2.0 Build 27 (24.89 MB)
READ MORE -
READ MORE -

Monday, November 2, 2009

Why Metal Gear Solid 3 is the Best Game in the Series (And quite possibly of all time)
Why Metal Gear Solid 3 is the Best Game in the Series
(And quite possibly of all time)

The third in a series of essays by Tyler Clemmons


Series Continuation

We are now smack-dab in the middle of the main canon of the PlayStation titles in the Metal Gear series. In the previous essay, I suggested that arguing against Metal Gear Solid 3 was difficult if one was arguing for Metal Gear Solid 2. Instead of simply reiterating all the points that were great about Sons of Liberty, I hope to bring out the positives in Snake Eater that are somewhat unique to it.

For the most part, though, I will try to focus on what makes this game perhaps the most universally accepted Metal Gear title, and therefore the best game in the series (and quite possibly of all time).

For now at least, the saga’s roots can be found here. Just like the two titles before it, Metal Gear Solid 3 (referred to as MGS3 or Snake Eater hereafter in the main text of this essay) has an element of beginnings to it. If ever there was a doubt about whether or not Hideo Kojima wanted to end the series with Metal Gear Solid 2, look no further than this game as an answer to the doubt. Why? It is a prequel, of course.

That means he did not want to add to the end of the story. But he still decided to make another game. And God bless him for those decisions, because the game we got was much better than a PlayStation 2 direct sequel to Sons of Liberty, and much much better than no MGS3 at all.

If you take into account the perspective that at least up through this title, almost every Metal Gear game was made with little or no intention of following it up, it is very important that the earliest of stories be well crafted. Of course there are some non-sequiturs and issues with retroactive continuity in the Metal Gear games, but not nearly as many as there could be. We owe at least a little bit of that to MGS3 and its ability to not only introduce new plots and characters (vital for a prequel that wants to be good) but provide us after the fact with a jumping point for the rest of the series.

It is totally this game’s fault that I am obsessed with Metal Gear. Whether it was the quality of the game, the timing in my life, or who knows what, Snake Eater was definitely the one that put me over the edge. That alone should make it enough for me to say that it is the best, right? Well, in the heat of the moment yes. If I have only a few seconds to answer, I will usually say that MGS3 is the most complete experience in the series.

It is also one of the few games that I have ever been able to watch someone play without getting to do so myself. For a couple of years I lived with a guy who I do not mind saying was better at most video games than I, and the day he brought Snake Eater back to our dorm was a turning point in my video game life. When I would go to my classes, I would actually hope he did not play it while I was away. It was such a vivid gaming experience that I did not want to jump in myself and start a game, but I certainly did not want to miss any of the action when he was at the helm.



They give us a character worthy of the legacy already created for him. Even though it was 30 years away in the future, Big Boss had a lot on his plate leading up to and in the first two Metal Gear games. Then came the bombshell about Solid and Liquid Snake in Metal Gear Solid, where Big Boss served as a sort of Bob Saccamano to the plot. Anyone who served as the main antagonist in two games, then fathered the next two games’ top bad guys – not to mention the hero of the first three titles – must have been some guy back in the day.

MGS3 takes on the challenge of showing us that guy on his quest toward greatness. And it is actually more believable than your average originally unplanned prequel (assuming, once again, that this game was not part of the original plan). Take the opening sequence of one of my favorite movies, Indiana Jones and the Last Crusade, for example. Everything that shapes Indy into the man he becomes seems to happen within an hour of his life. Bad prequel moment. But by the end of Snake Eater, you really do feel like this could be the greatest soldier who ever lived. Which is nice, because he already had that title to live up to.

It is possible that no theme in all of the series fits more perfectly than the idea of “scene” here. I mean, for crying out loud, they take a character that had previously been known only as not just a villain, but the villain of the series, and molded quite the heroic tale around him. It almost makes us forget about what Big Boss’s role had been in the series. He pops up in Metal Gear Solid 4, and we all think “sweet, Big Boss is here.” Then we remember his villainous role when we recall that Snake has no recollection of the events of MGS3, as he was not yet born. As such, he wants to kill Big Boss. What a scene, huh?

I think the best part of the character The Boss is how she contributes to this theme. In a later game she is described as having an almost overwhelming charisma about her, and as a character I agree. Her belief in an unchanging purpose versus the player’s adherence to mission objectives makes the two enemies this time. But between her big manifesto speech at the end and EVA’s debriefing message, the relativity of allies and enemies based on the “scene” of events is driven home one last, poignant time.

(On a side note about The Boss, in my research I came across an interesting point: despite being known as The Joy, she is almost always frowning, and carries a very stoic, consistent attitude. Her counterpart, The Sorrow, smiles almost incessantly.)

The bosses (and their respective fights) are incredible. Plus no Sons of Liberty-style letdowns. If you get tired of the lack of cathartic release in Metal Gear Solid 2, look no further. I mean, the bosses blow up! The worst of them is probably The Fury, but even he gets a cool voice actor. Thankfully they found a better character for Richard Doyle to voice in Metal Gear Solid 4. The Pain also leaves something to be desired, but at least every fight is different from the next. From that first battle with Ocelot (more on him later) that acts like an awesome supercharged combination of the battles with him and Olga in Metal Gear Solid and Metal Gear Solid 2, respectively, to that final encounter with The Boss, each fight at best is a wonderful cinematic and gaming experience and at worst an opportunity to focus on a different aspect of gameplay each time.

Most importantly, the atmosphere in the boss fights is incredible. What better way to fight someone named The Fear than amidst tons of death traps and poisonous arrows? With The Boss you are in a field suddenly populated with white flowers, so simple and pure, as this fight emphasizes the use of camouflage and CQC, the building blocks of this game. Or at least what differentiates its style of play from the previous games.

The jaunt down the river Styx or whatever with The Sorrow is a fun addition, but there is one boss battle in particular that is The End of the argument. I wish I could be new and innovative and tell you that The Fury is way better or Volgin FTW or something, but the fact remains that your time spent in Sokrovenno with The End is perhaps the most inspiring, intense, rewarding single battle in all of video games. Please do yourself a favor and never cheat yourself out of the fight against The End. It is tough to describe in words how a silent, elongated struggle across three screens against an old man could be so intense and all those other words I liked earlier, but playing it (or even seeing it in action) does it justice much better.

And then there is the true king of boss battles: the ladder. Anyone who has played the game knows of what I speak. If you have not, check it out; it is pretty epic.
Twelve shots. This time, he’s got twelve shots. It probably goes without saying at this point that I consider the characters in MGS3 to be one of its stronger points. It almost even makes up for the lack of any “Metal Gear” or “Solid” in the game (outside of a brief conversation in the game and then in the epilogue). It also even makes up for the fact that the game is named Snake Eater.



Throughout the series, one character has always stood out for me above the rest, and it is never more evident than in this title. No offense to Snake, Raiden, Big Boss, or anyone else for that matter, but Ocelot is the most well-crafted character in the series. It takes you four freaking games to finish him off. Equal parts Joy and Sorrow, in MGS3 he is young, brash, arrogant, and very good. Plus, the dynamic between Ocelot and Big Boss in this game makes for one of the more interesting character relationships in any game.

Ocelot is one of the bad guys, in the nature of the gameplay. And yet, as the game goes on, you see how he begins to really look up to Big Boss. I mean, who does that in a game? Mad props, Hideo Kojima; you pulled that one off. And just like the previous two games, Ocelot is left standing at the end. Why? Maybe he just is not the villain they want us to think he is. Then the credits roll and of course he gets the last laugh. Good guy, bad guy, or whatever, he always seems to come out with at least a tie (although the Tanker Incident in MGS2 was a landslide victory for Ocelot, so I would say he is ahead for the series).

Your experience of the game is very much in your own hands. In an almost 180-degree diversion from the style of its predecessor Sons of Liberty, MGS3 gives the player a deceptively customizable gaming experience. While it is true partially in Metal Gear Solid 2, the use of codec/radio conversations to gain information otherwise unattainable is much more prevalent in MGS3. But if you do not care about that, you can still enjoy the game – just do not try to argue with me over whether or not Ocelot’s parents are The Boss and The Sorrow. (They are; for a more detailed explanation you can read Ravi Singh’s myth article also located in the Meta section)

The removal of the radar (I assume based primarily on the “scene” of the game being 35 years before radar appeared in Metal Gear 2 and 41 years before Soliton in Metal Gear Solid) and the addition of camouflage to the game certainly changed the way stealth – or as it is sometimes called (my favorite phrase ever) TACTICAL ESPIONAGE ACTION – works in the game. Avoiding detection by the enemy becomes less of a science and more of an art; you get to choose how it is you stay out of their sights. Want to trail them in Spirit Camo and put TNT on their back? Give it a shot. Want to slap that Leaf Camo on and crawl in the underbrush until you are right under them, then put a bullet through the left nostril? Be my guest.

Before starting the game, you are asked a simple question about your Metal Gear Solid preferences, and that affects the game in various ways. The game is fairly linear, but still allows for unique routes within that larger linear direction. You can even mess with title screens and opening videos ad nauseam if you like. Blowing up the buildings that house rations and food, followed by tossing enemy soldiers poisonous mushrooms never fails to entertain. The possibilities may not be endless, but the player is so much more in control of his or her gaming experience than the last time.

The score is bookended by two incredible songs. Originally the statement was going to be something along the lines of “best music” or “best score.” Then I played through Metal Gear Solid 2 and watched a play-through (the best I can do) of Metal Gear 2 and seriously reconsidered those statements. I am not sure which game has the best music, but it is probably one of those two.

But as far as individual songs – ones that can at least sort of stand on their own – are concerned, MGS3 takes the cake. “Snake Eater” captures wonderfully the excitement and action of the game. It also kind of lets you know what to be ready for in the game. Hearing “Way to Fall” playing over the closing credits right after seeing the end really tugs at me. The fallout from Operation Snake Eater comes through beautifully in this song by Starsailor. These two songs, along with the “Metal Gear Saga” theme that borrows heavily from the music in MGS3, are the only ones that I play regularly on guitar or piano for my own amusement.

Plus, with “Way to Fall,” it is just nice to hear a normal song – no languages I cannot understand, no free-form jazz explorations, and no melodramatic renditions of the same two couplets over and over.

So I guess “Calling to the Night” from Portable Ops is actually pretty awesome as well. Hmm, I smell a segue…

About the Author/Disclaimer of Recent Fanhood

Tyler Clemmons is a recreational writer and video game player who daylights as perhaps the youngest on-air personality in all of classic rock radio. He first discovered the Metal Gear series in 2001, was first fully intrigued by it in 2004, and finally became a complete lunatic for it in 2007. Since then, he has worked diligently to gain an understanding of it that can at least coexist with that of the long-time fans. He could take or leave CQC most of the time, and is still surprised that they did not come up with a way to put Liquid Snake in this game unnecessarily.

He can be reached via e-mail at TylerClemmons@gmail.com or via phone if you happen to have his number.

Tyler forgot to mention Tecmo in this essay.
READ MORE -
READ MORE -

Metal Gear Solid: Peace Walker demo impressions

Despite its clunky controls, Metal Gear Solid: Portable Ops was one of the more impressive PSP games released so far, so I was dying to see how Peace Walker takes portable Metal Gear Solid to the next level. Peace Walker for those who has been living under a rock, takes place ten years after the events of MGS3: Snake Eater and follows an event in Central America that will eventually lead to the creation of the Outer Heaven mercenary force. The Japanese TGS 09 demo is available for download here. The demo features a tutorial as well as a playthrough where Naked Snake has to infiltrate an enemy complex via a jungle (similar to MGS3).

Visually, Peace Walker is an absolute stunner. If there ever was a game that could give God of War: Chains of Olympus graphical fidelity a run of its money, it would be this. And unlike Chains of Olympus, Peace Walker has fully working player-controlled camera. Peace Walker's visuals are so impressive, they look close to their PS2 cousins, and MGS2: Sons of Liberty and MGS3: Snake Eater were some of the best looking games on a last generation console. Despite the limitation in storage, textures are detailed and are only pixelated when looked at a short distance. MGS5-class title indeed. If there is a problem, it seems to suffer from long loading. This despite the demo running from Memory Stick. Still, once the game loads it seems to run just fine, with no framerate issues. This despite more enemy combatants on the screen at the same time.

The control scheme of Portable Ops has been ditched in favour of a more wholesome and intuitive mode. The analog stick is still used to move Naked Snake. The R shoulder button is used for CQC moves, such as punching and kicking enemy combatants, or grabbing them and throwing them. Pressing the L shoulder button will switch to shooting mode, with R triggering the shot. The face buttons controls the camera, as well as aiming (Auto aiming can be turn on). The d-pad acts as a menu system - allowing Snake to select weapons, crouch etc. Like Portable Ops, controls can be customised to suit your need, though I am liking the default controls enough not to bother experimenting yet.

Unlike Portable Ops 'bite-sized' portable friendly missions, Peace Walker features from the get-go full size missions. This is evident by the demo where Snake has to make his way from the beach to the enemy hide-out via a series of jungles. The jungle is divided into 'zones', similar to how MGS3: Snake Eater and other full-size Metal Gear games are structured. In Portable Ops, moving from one area to another is as simple as going to the menu and selecting the area from a map from which then Campbell would just drop Snake off in his jeep - which works well as a portable title, but it isn't the full Metal Gear experience that many were seeking for. Peace Walker will definitely offer a fuller MGS experience, but whether this will translate well as a on-the-go portable title remains to be seen.The gameplay is a mixture of Portable Ops and MGS4. An acoustic radar is available on the top right. Players of MGS: Portable Ops will be familiar with the radar. For those who has not played Portable Ops, the radar tracks noises, with the middle circle representing the noise created by the player and the outer ring for enemies. The distortion on the radar will indicate the level of noise made as well as the direction the noise is coming from. I like it as it is far more challenging than relying on the visual radar commonly found on other Metal Gear titles. There is also a camouflage indicator. Unfortunately you can't crawl in the demo. A plethora of weapons and items can be found, including sniper rifle, Snake's standard tranquiliser and his famous cardbox.

The dialogue cutscenes are in the same mould as Portable Ops and Digital Graphic Novel, using the same classy comic book style scenes. They are once again drawn by Ashley Wood, whom some has derided but I actually find pretty nice and refreshing. Short cutscenes are still rendered in real time. It is early days and we may yet see more cutscenes being rendered in real time rather than in comic panels. The demo also contains a local multiplayer co-op mode. Unfortunately I am unable to test this yet. Early impressions on the co-op mode by other gamers seems to indicate that the feature is quite a feat. It should be, considering how much of it was highlighted with the last trailer.

If the finish article has the same quality to attention and more to the demo, then it is safe to assume that Peace Walker will be a great game and one so deserving of its Metal Gear Solid 5-class tag. It is a shame that because it does not have a '5' in its title, many will assume it is strictly a side quest (which was the assumption wrongly applied to Portable Ops). If the people at Konami has any sense, they better stick that MGS5 branding ASAP, because I truly believe it has earned it. Go ahead, download the demo and play it. It even features a certain Master Miller.

If you have no means to access demo, then check out the epic TGS 09 trailer embedded above, of which highlights includes the MGS4-scale of the game as well as Naked Snake still lamenting the death of The Boss.
READ MORE -
READ MORE -