Game Articles
PC is not the leading platform?

Crysis 2

Crash 'N The Boys: Street Challenge

Brawl: How to pick up a lot of basics QUICK

Who says video games don't help you?

Brawl: Be diverse, it could win you a tournament

Brawl: A good move at the wrong time is a BAD move

Killing Floor

Brother's in Arms: Hell's Highway

Further anti-MMO Rantings and Quake Live love

Resident Evil 5

Why Fighting Games Take the Most Skill / SF4 and SSBB Thoughts

Quake Live is Going to Revolutionize PC Gaming

Blizzcon, a first hand experience

Dual Game Review: Braid & Castle Crashers

First Thoughts: Too Human

Metal Gear Solid 4 Review

A Plan to Fix PC Gaming

Indigo Prophecy (Fahrenheit)

Let's Talk Fighting Games, Let's Talk Smash Bros.

Audiosurf

Crysis

Metroid Prime 3

The Console War and why it's a Joke

Music Articles
Ill Niño - Dead New World

Atreyu - Congregation of the Damned

Yoggi's Albums of the Year - 2009 Edition

Marilyn Manson - The High End of Low

Two Tongues

Bleeding Through - Declaration

AmazonMP3.com - The best thing that has ever happened to digital music

Yoggi's Top 2 Albums of 2008

Metallica - Death Magnetic

Nadja - The Bungled and the Botched

36 Crazyfists - The Tide and Its Takers

Noodles - The Best You Never Heard

Say Anything - In Defense of Genre

She Wants Revenge - This is Forever

Akercocke - Antichrist

Agalloch - The White (EP)

Atreyu - Lead Sails, Paper Anchor

All That Remains - The Fall of Ideals

Parkway Dirve - Horizons

Bleed the Sky - Paradigm in Entropy

Mushroomhead - Savior Sorrow

Atreyu - A Deathgrip on Yesterday

Dresdin Dolls - Yes, Virginia

The Angelic Process - Weighing Souls with Sand

The Birthday Massacre - Walking with Strangers

Insomnium - Above the Weeping World

Parkway Drive - Killing with a Smile

Jack Off Jill - Clear Hearts, Grey Flowers

Band Overview: Thrice

Movie Articles
I Love You, Man

Smart People

Step Brothers

The Mummy: Tomb of the Dragon Emperor

Meet Joe Black

The Man From Earth

The Air I Breathe

Children of Men

Smokin' Aces

300

Blood Diamond

I am Legend

The Last Kiss

Transformers

Stranger Than Fiction

Rants
Insulting Religion, by Pat Condell

The Great Jesus Swindle, by Pat Condell

Declare yourself!

"Feminism" is retarded

BALLS!

Taking a game's bad story seriously is freaking stupid

Epicurus and the existence of God and Good & Evil  

Microsoft's Hilarious Attempt to Debunk Internet Explorer "Myths"

Rupert Murdoch is a Moron

Study shows that 20% of all statistics are made up

That one time when I almost killed all of my friends at once

Creationism?

Sara Palin... /sigh

Affliction Brand Clothing is so HARDCORE!!!

Never mosh on asphalt or oogle a trailer whore's tatoo

Take your Windows XP and get a room, jesus

Hooray for Internet Explorer!

The Bible: fiction!

Rawr! Conservative Gay-Phobia!

Intel's "Mistake" (Racism?)

The Night of Debauchery

People who can't take responsibility for their own actions

Expel Dane Cook from the Human Race

A Night of Strange Coincidences and Sexual Tension

Shut Up About Vista Sucking

Marine Recruiters

Uncessarily Inspirational Music for My Everyday Life

Foreign Bodies?

The Random Party at My Cousin Jesse's House

Short Stories
Wallflower

All Gone Wrong

Drew

Poetry
In the Club

Broken Heart

Games

Mission

Curses

Clarify

The Ballad of the Wiggly Clan (Pt 2)

The Ballad of the Wiggly Clan (Pt 1)

Hate & Chances

Tears

Tired Hands

Cold

Truth

Hurting Myself

Wind

Fire

Relapse of My Promise

Thine Eyes

Fright

Telling Myself

Ode to the Fallen/Remembering

The Passing of Nikolaus

Separating Myself

What I found

Prose / Essays
How to be a Writer

America was Founded on Religion, and Other Lies Told to You

A Future not so Far

Tolerating Society

Humorous Literature
Twas the night before Christmas (MMM.com edition)

The Ballad of Will and Kolby

Happy Face Pony

Graphic Art
Oryan - Photoshop Colorization / Shading

Ocean Wallpaper

A Few Signatures

Some Ads and Signage

Tech Articles
Razer Mamba Promises "Gaming Grade Wireless" with a Twist

Blackberry Storm - Overview

Android and the Google Phone

Is that new video card really the best bang for your buck?

Review: Microsoft Zune 2.0 80GB

Early experiences with Windows Vista 64-bit

Review: Toshiba Gigabeat 60GB MP3 Player MES60VK

Got Opinions?
Tell us what you think!

Just click "Write a Comment" below a post, register an account, and start typing.

Registering is easy and only takes a few seconds, then you are ready to post!

...and while you're here, check out the forum and chat with the rest of us!

Today at 09:27:18 AM by MetalMusicMan in Street Fighter
http://i.imgur.com/rFN0b.jpg
Capcom's reality web series, Cross Assault, is starting TODAY!  Be sure to catch the Street Fighter x Tekken action with $25,000 on the line for first place!  Tune in at 9am PST!  

Who do you guys have your money on, Team Street Fighter or Team Tekken?



Main Stream:
http://www.twitch.tv/capcomunity



Team Street Fighter Stream:
http://www.twitch.tv/teamsp00ky



Team Tekken Stream:
http://www.twitch.tv/iplaywinner



Schedule (PST):
9:00am – Early Bird Show
10:00am – Mission Briefing
11:00am – Morning Show
11:30am – Bio Videos
12:00pm – Lunch Live
1:00pm – Cross Breakdown w Max
2:30pm – Ask a Developer
3:30pm – Intro to Cross Assault
3:45pm – Coach Talk
5:00pm – Team Challenge
6:00pm – Team Discussion
6:30pm – Elimination Match
7:00pm – Salt Mines Interview
Schedule (PST):
10:30am – Morning Practice
12:00pm – Lunch Intermission
1:00pm – Afternoon Practice
8:00pm – Bonus Time
Schedule (PST):
10:30am – Morning Practice
12:00pm – Lunch Intermission
1:00pm – Afternoon Practice
8:00pm – Bonus Time


February 20, 2012, 01:24:42 PM by MetalMusicMan in Street Fighter
Names you know, playing characters you don't!  High level SFxT, less than half a month until we get our hands on it!

WNF All Stars Take on Street Fighter x Tekken - Singles Tournament


February 18, 2012, 09:27:10 PM by MetalMusicMan in Blizzard Games
Check out the new Diablo 3 information, fresh from Jay Wilson's oven!  ...okay, that just sounds weird Tongue  There's been a complete overhaul of the rune system, get the juicy details below or read the Blizzard blog.

Quote from: Diablo 3 Lead Designer, Jay Wilson
http://i.imgur.com/2lxry.jpg

Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we’ve been hard at work on the rune and skill systems, and today we’d like to share details on the changes you’ll see in Beta patch 13. We’re confident that these changes will make Diablo III a better game, and to help illustrate why, I'll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.

I'll start with the skill system. Our high-level goal with this system has always been to give players a great degree of power to customize their characters. We believe we accomplished that early on by abolishing skill trees and moving toward an open-ended system where skills, rune variants, and passives are chosen at-will by the player in a flexible customization system.

That goal and the system have been great successes, but the amount of customization we have available doesn’t mean anything if it’s not useful in combat situations. Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of “easy to learn, difficult to master.” What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success: the wholesale slaughter of the demonic invasion. With that combat-depth goal in mind, we’ve been internally categorizing the skills since the inception of the system. Many of you could probably identify what these categories were if we asked, and some players have even mapped out what they are fairly accurately.

For every class we essentially created three common types of abilities, and then a handful of class-specific ability types. All classes have skills that fit into categories we call Primary Attack, Secondary Attack, and Defensive. Primary Attack skills are frequently used abilities that typically generate resources. Secondary Attacks are more powerful attacks that are limited in use through resource cost or cooldown. Defensive abilities are used to escape or control the flow of combat. Beyond that, classes have unique categories, like armor spells for the wizard or mantras for the monk. We used this methodology to help us design the classes and their skills, but we weren’t exposing this to the player despite the fact that these categories would give the player, like they did our own team, a better understanding of how the classes work.

One of our other goals is to ensure our game controls and interfaces are easy to use so that players spend their time trying to master game mechanics rather than fighting an interface. Giving players complete freedom to choose “anything” with no direction as to how our systems are intended to work was a failure in our design. There was also a detached relationship between the bottom-bar UI and the skill system. We have six skill slots, and six spots to put skills, but the two interfaces didn't really interact, and stocking abilities in your interface felt awkward.

To fix these issues, we focused on two core changes: (1) exposing the skill design intent by categorizing the skills and (2) linking skill selection directly to the bottom-bar UI to make assigning skills a clearer process. When viewing the skill screen, you’ll be presented with your six skill selection slots; each of these correspond directly to your bottom bar, and each will provide a specific list of skills from which to choose. By providing a clear-cut guide on how to best maximize your build potential, we hope to cover that “easy to learn” half of the mantra.
 
http://i.imgur.com/Y6qPx.jpg

(A Nightmare-level monk choosing skills and runes from the specified categories)

You may already be fuming because you’re a “difficult to master” type of person, but before you run to the forums, we have you covered. In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it. We hope the new, more guided interface will give you an in-game heads up as to the intent of each skill -- and maybe even be the way you play through the game in Normal -- but if you eventually have a build that simply can’t be accomplished the way we’ve laid things out, you’re free to pop on Elective Mode and take the skills you want.
 
http://i.imgur.com/eCrBF.jpg

(This screenshot depicts an 'Elective Mode' build made entirely of Primary and Secondary skills. Note that the skill slot names do not accurately reflect from which category a skill is selected in Elective Mode.)

While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we’ve been working to make some rather intense changes to the runestone system. Before we get too far, it’s probably best to clarify our terms: First, they’re now called skill runes, and they’re called skill runes because they’re no longer a physical item, but built directly into the skill system. Let’s back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues.

Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem.

Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we’re confident hits all of the desired mechanics and solves all of the related issues – and that’s what I’m going to talk about today and what you’ll see in Beta patch 13.
 
http://i.imgur.com/AqdOx.jpg

(A mid-20's demon hunter choosing a skill and its rune variant)

With the new skill rune system, you’ll be unlocking new skills as you level up just like you always have… but in addition you’ll also be unlocking skill runes. Now, when you open the skill window, you’ll choose which skills you want in which slots, the skill rune variants you’d like, and your passives. All of this is done directly through the UI, and all of the options from the skill, skill rune, and passive systems are unlocked through character leveling progression, leading to a cleaner overall integration of these systems. Just as we set different skills to unlock at specific levels, skill rune choices unlock at different levels as well.

Another thing we strive for in our games is “concentrated coolness,” and while rune quality levels made sense when we were attempting to itemize them throughout the game, they make far less sense as runes are unlocked through the UI. We didn’t want to get back into a situation where you’re clicking a button to pump points into skills. It’s far more concentrated (and cool) when your rune choices have a single and powerful benefit to your skill choice. The new skill rune system does not have ranks, and we’ve instead made each around the equivalent to what the rank 4 or 5 rune was previously. One click, you make your rune choice, and you get an explosive benefit to that skill. That feels a lot cooler.

Runes have been by far the biggest design hurdle we’ve had in the game, and as you know we’ve been continually iterating on them. We fully expect that some of you will be disappointed that runes won’t be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we’re launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.

Before I wrap up, I did want to cover that one of the added benefits of the new system is that you’ll be unlocking something every level all the way up to the level cap (60). Now, with each level you’ll unlock at least one new skill or rune, and in most cases you’ll be unlocking three or four. The most immediately exciting part of that system is that skill runes begin unlocking at level 6, which means that players in the beta test will finally be able to play around with some rune variants.
 
http://i.imgur.com/5Anjw.jpg

(The above image depicts a potential level 13 witch doctor build in beta with skill rune choices)

Phew. Well, there you have it -- the new skill and rune systems! We strongly believe that these changes are going to make for a better Diablo III, and we’re looking forward to you trying it out in patch 13, which should be live any minute now (if it isn’t already). As always, we’d love to hear your feedback on your experiences with these changes. To help center the conversation on these changes to a single location, we’re going to lock comments on this blog and encourage you to post in a thread we’re specifically making to discuss this: Skill and Rune Changes Discussion.

Thanks for reading.


February 16, 2012, 10:54:16 PM by MetalMusicMan in Gaming
OH HELL YEAH, let's go Max!  I was a bit skeptical at first but this is looking more and more like the Max we all know and love pulled of in a wonderful new setting!

Max Payne 3 - Official Trailer #2


February 16, 2012, 01:19:42 PM by MetalMusicMan in Street Fighter
I know I've been going absolutely nuts with SFxT news lately (stokage!) but if you're interested in playing SFxT, this is the one video series you aren't going to want to miss!

Episode One of Maximillian's new series, Crossover, just dropped!  It's dedicated to teaching you everything you need to know about Street Fighter x Tekken and how it differs from SF4 and MvC3, so it will be a huge help if you want to be prepared for SFxT next month!  This isn't just an explanation of what's new, he also goes into detail on exactly how you perform things as well as when you should use them.

If you ever watched Max's Assist Me series for MvC3, you know just how great of a teacher he is.  Capcom seems to like giving him early access to these games, so you know he's doing a great job Smiley

Street Fighter X Tekken: Crossover Episode 1


February 16, 2012, 08:38:44 AM by MetalMusicMan in Blizzard Games
So I've forsaken World of Warcraft for about a year now, and last year's Blizzcon did not inspire confidence in the upcoming expansion, Mists of Pandaria.  The talents just seemed forced and wonky at the time.  While I still feel like things need work and I can't say I'm anywhere close to foaming at the mouth, much less being legitimately interested, I will admit that my interest has been ever so slightly piqued with the latest update on the Mists Talent Calculator.  

Test things out with the official Mists of Pandaria Talent Calculator, and don't forget to read the change log on MMO-Champion.


February 15, 2012, 01:16:49 PM by MetalMusicMan in Street Fighter
If you've always been a bit fuzzy on the specifics of frame data, James Chen is about to tell you everything that you need to know in this video!  It's very easy to take in, so if you want to learn this is the place to do it!

First Attack Ep 3 - Frame of Mind


February 15, 2012, 08:55:51 AM by MetalMusicMan in Street Fighter
Street Fighter x Tekken comes out on March 6th for Xbox and PS3 and May 11th for PC... soooooo fucking stoooooked! 

Street Fighter X Tekken - M Bison and Akuma trailer


Street Fighter X Tekken Promotional Trailer


February 14, 2012, 02:55:26 PM by MetalMusicMan in Street Fighter
God, FINALLY.  I'm so sick of not being able to take playing on my computer seriously.  Unfortunately, SFxT comes out like a week after that, so I will probably be focusing on it by that time Tongue

Players of the console and arcade versions of SSFIV: AE have been able to enjoy the 2012 patch for some time now--since late 2011, in fact. The PC version of the update, which addresses some previous balancing issues, has taken a little longer to get out the door, but it's finally almost here. Check out this message from the producer, Yoshinori Ono:

"I’ve got some good news to share with everyone!  As of today, development on the PC version (may want to mention title, just to be safe) of the 2012 update has been almost completed.  All that’s left are a couple of final tweaks, which we should knock out in the next couple of days.  As a result, we are currently on the verge of being able to submit it to Microsoft, which is basically the last step in the development process. Our current target date is 2/28/2012.

So everyone, please cross your fingers and wish us good luck!  If everything goes smoothly in submission, you should be seeing this update go live soon."

You heard the man--keep those fingers crossed!