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Red Dead Redemption
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Red Dead Redemption treats players like dogs instead of wolves.
Sounds like someones the perfect game would be a mix of STALKER and GTA San Andreas. Now thats a realism gamer's wet dream.
I love your "survival" idea! Seems like a good concept.
I don't really like health/tiredness/hunger/etc meters in games. That's why I don't like the Sims. It's a game. They're not meant to get hungry then whine about it in clipart form.
I agree about the horse thing - if your horse dies or runs off I reckon you should have to steal a horse or whatever. If they wanted, they could put your 'deed' horse outside the nearest save house, but only then do you get it.
With any luck (read: with some seriously unbelievable luck and altruism on Rockstar's part), when the game gets its inevitable crappy port to the PC, they'll add mod support and let people add that sort of thing by themselves. I gotta admit, it would be fantastic, especially seeing as that's the sort of thing I already enjoy in Fallout 3 (with mods).
I enjoy Red Dead Redemption, but I totally agree. That is actualy the real reason for a lot of old west crime, and it woudld be a great mechanic that would make all of the money gaining minigames and quests much more relevant. Good idea Yahtzee.
I agree, though I think some modifications to the current statistics would justify a survival idea. Food could restore health, so greater meals restore more health. Water/food combined may restore the "quick-shot" meter and resting somewhere instantly refills these meters.
I'm kind of mixed on the "hunger" system as Roguelike games do that a lot. Now Roguelike games used that as an interesting feature by giving the character some advantages in what they eat, such as getting the ability to sense living creatures telepathically if eating a floating eyeball. I'm not sure how to incorporate that idea into "Red Dead Redemption" but if the protagonist may get some bonus in eating particular meals, I think that may justify the "hunger" system for me.
Referring to the start of the topic. We may have not been able too hunt before but our cavemen ancestors certainly couldn't, say, drive a car(well).
Best article I've seen you write, Yahtzee.
And best means the one I find the least amount of disagreement with; you're less of a jerk nowadays, that might be a bad thing.
I think the best way to improve Red Dead Redemption would simply be to get rid of the regenerating health/dead-eye and intantly respawining horses. If you had a health meter then there'd be an actual reason to buy food, and there'd actually be a reason to steal horses if there weren't an infinite number of them just waiting for you to whistle for them.
I do actually like the idea of the 'survival' thing.
While some people might complain "I want a game, not real life", a Western survival would be a real life that we don't know - and I think putting myself in the shoes of another life is actually quite exciting, just as living our lives for those people might be interesting for them.
Being able to turn off the survival mechanic would be important. I'd think it'd have the same potential for continual micromanagement annoyance as getting called to go play pool with your cousin over and over in GTA IV.
On the other hand, if you can turn it off at any time, and you ever do, you lose the immersive quality of it. Perhaps if it was a mild mechanic that only required occasional attention, like working out at the gym in San Andreas.
When I heard of the Fallout new vegas Realism option, this would be exactly the kind of thing I'd envision. In games where wilderness plays a big part, having to worry about survival is a great way of making it more interesting, or strengthening the moral choice business.
Brilliant article! such survival mechanics are sorely needed, and would surely enrich the game.
I totally agree with this. After years of playing old-style RPGs, I have decided there are few things less fun than having to eat and drink manually in a game to keep playing.
That said, I guess I wouldn't have a problem with the carrot approach rather than the stick. The more recent games reward eating and drinking (especially self-cooked) with stat boosts. Maybe a better stamina, a health boost, increased dead-eye regen or something like that would be a good way to go?
I can't express to you how much I HATE being forced to go looking for food and drink though. That's not why I play games. It's been done to death over a decade a go. It blew chunks. Don't ever EVER bring it back.
This sounds simple enough and basically the same theme in terms of changes. That said, it's not quite the same: say you're an expert gunner and manage to go for long periods without taking any damage at all. So because you never get shot, you never get hungry? I'm not sure that's how it's supposed to work...
I dunno, it'd be an interesting mechanic to check out - the survival mode proposed in the article, that is - at the least. A toggle might be too tempting to flick it off whenever I got to starving in the middle of nowhere, though. Instead maybe have it as a choice at the start a la Diablo's Hardcore mode: you can't turn it on or off after you've begun a game, but you can choose to have it or skip it before then. Yeah it is a little annoying to restart a game if you find you don't like the mechanic or if you're wishing you had it, but I think that minor annoyance would be better than walking around with an Easy Mode button just begging to be pushed.
Also, if someone who has never played RDR might make a suggestion on the subject, maybe the horse should inherit this as well. Obviously the horse's survival requirements would require less frequent attention than those of its rider, but it shouldn't be neglected entirely. Tired horses run slower and are more prone to collapse/injury/death from sheer exhaustion, after all.
I went through about 6 copies of the Mouse Trap game as a kid. Parents bought it once, and then returned it 5 times or so.
Every time it was missing at least one piece. EVERY TIME. I did manage to build different parts of the trap each iteration though.
Argh. I wasn't more then 7 or so, and I'm still angry about that damn game. And yeah, I didn't see the point in the "game" part of it when you could just build the Rube Goldberg trap.
As far as RDR. I haven't played yet, but watched my roommate run around a bit doing quests. I asked him if he's killed an entire town yet, and he said the game didn't really reward being an outlaw at all, so he didn't bother. Such a sad state of affairs when you can't feel good for killing the idiot wounded woman out in the middle of nowhere who refuses to go back to town for medicine, but is happy to have you fetch it for her.
I like the way you think Yahtzee, I've been doing some thinking on games Ideas I'd like to develop if I ever become a games developer, and if implemented well hunger mechanics and stuff like that could make for some interesting concepts(strictly in single player of course),as long as they're all about making the game more engaging and less about padding it out
Basically, games should re-implement man-vs.-nature (with a dash of man-vs.-himself) mechanics that were once ubiquitous. I agree - although, I also like the suggestion that there be a way to turn off these mechanics.
Sounds like a pretty good idea to me. Rather STALKERish.
I think I would like Survival mode as an option, but would hate it as a mandatory setting. It's the sort of thing that sounds cool until one has to actually play it, at which point it becomes an annoying upkeep to keep my cowboy up and running.
But that's my personal taste, much like survival fits Yahtzee's personal taste. I respect that he views it as what he would personally prefer and not "what those stupid fools at Rockstar failed to do" or something.
Nice inspired idea Yahtzee. I'm glad Fallout New Vegas is implementing such an idea, it will certainly make trying to survive in a nuclear wasteland feel more like trying to survive in a nuclear wasteland.
The GTA games (and this is a GTA game) have always been inspired by violent films rather than reality, and I wouldn't want this game to turn into Oregon Trail. Or worse, "Little House on the Prairie." But RDR has inspired me to watch a few more westerns of late, and basic survival is one of the pillars of the genre. So there should be some risk of something like starvation involved every time you leave a town, in addition to the cougars.
But even so, with one's magically reliable horse and inhuman marksmanship it's like being the Lone Ranger or Roy Rogers, when I'd rather be the Man With No Name or John Wayne. I guess the thing to do would be a play-through without using the horse whistle or dead eye abilities.
"Players would have to be sure they were properly equipped before heading out of town."
Didn't you complain about this mechanic in Monster Hunter Tri?
The law thing I do agree with. No reason to ever to break it, no rewards, and no need. I played whole game and only ever got in trouble once...for running into someone
Which is why he also suggested it to be an option you could turn on/off. So those who want it can have it, and those who don't can not use it.
The survival idea is actually really great, especially as a mechanic to actually immerse players into the idea into the mind of a man who starts to view criminal activity as being a necessity. Perhaps even open up questions of morals, ethics, etc. the way that films and books do, without trying to ape them directly, by encouraging players to be 'moralistic,' even in the face of death (perhaps through additional rewards?), but at the same time enticing them with quick, easy rewards that solve their problems right away (if only temporarily). And it would be natural, logical evolution of the gameplay of Dragon Age, Fallout 3, Bioshock, and all those other moral-choice games, but without ham-fistedly inserting an obvious choice.
I feel like cutting myself now.
Thankfully, it seems like your "survival mode" ideas are being implemented in Fallout: New Vegas' optional hardcore mode. So, we may yet have a game, in a desert, where survival is actually a challenge.
I like Red Dead Redemption and am still playing it. It's taking forever to finish because I keep getting distracted. This is strange for me. I've never considered myself a completionist or an achievement/trophy collector by any means.
But, I can't help but be drawn in by its random encounters, strangers, outfits, treasures, bounties, gang hideouts, sharpshooter challenges, survivalist challenges, and hunter challenges.
I just find it fun. This place somehow feels more real than the open-worlds of other games I've played.
That said, I agree 100% that the gameplay mechanics definitely do NOT feel real. It IS more like a toy than a game. There's very little consequence to injury or even death. Money quickly becomes meaningless as you run out of things to buy. Nothing is scarce.
Some Sims-style people management or inventory management might add interesting decision-making and consequences. Or it might make it tedious. I'm not sure.
It might be worth another look, but I did not care for Fallout 3 when I played it. Far too often I was out on an expedition to explore some bombed-out ruins, but instead found myself spending half my time managing my inventory. It was tedious. I got bored and quit.
Perhaps I'd find some middle ground to be perfect. Perhaps optional realism preference settings.
Yeah, I was chilling in the wilderness of RDR and my Horse got mauled by a cougar. It was a big "oh, shit!" moment. Here I was, ages away from civilization, no horse, angry Cougar eyeing me for the main course.
I was scared, briefly, dumb luck struck from the sky and I was up a creek without a paddle. But I also knew that the game wouldn't need me to eat, sleep, or drink. If I could get away from the cougar I'd be fine, I'd just need to keep my eyes peeled for other beasties.
A survival mechanic would really enhance the game, but I agree it would need to be toggled on and off. I played Liar's dice for a side quest and made $600, in a game that gave me $25 for completing a death defying mission, but I don't really have anything to spend that money on, especially since the game is handing me better weapons through story missions.
Now if I knew the bitch goddess of cougar attacks could strike at any time and leave me stranded in the middle of nowhere and I actually needed to survive a trip back to town I'd be carrying max water and rations at all times.
However, I also like the idea of using positive reinforcement. A stat bonus if you keep yourself well fed, hydrated, and rested.
Sounds like Yahtzee enjoys STALKER, particularly the modded one that has hunger and sleep play a much larger role
How about an option to just disable regenerating health and added option to eat the meat you've hunted? And have a bloody weight limit! That being said, I don't actually mind the regenerating dead eye meter. It's hard enough to accurately hit something on consoles (at least for PC gamers like me), so a bit of a help there is always welcome
But more importantly, why the hell can't you swim in the game? That irritates me far more than anything else
Rather than this "Survival mode" I would add a more complex health system. Something like in MGS3 or Call of Cthulhu: Dark corners of Earth. Health system would be fun but not this stupid sims like hunger meter because it would be annoying(I hated MGS3 for that damn hunger meter). Another annoying thing would be if you could not call your horse, horses die quite frequently and in an easy way. Just one hit from a mountain lion and ciao. Lastly John Marston is a married man, he goes through hell just to see his family again, I don't see him with a prostitute. So basically I don't agree with a lot of your suggestions Yahtzee.
Although I agree that there should be something done with the money because you don't need it that much in the game.
I'm going to have to call "bulls**t" on Yahtzee this time. If they had the "Survival" system like he's suggesting, he would have criticized the system for taking you out of the action and out of the game similar to the way you had to take your friends bowling in the first game.
While the meters sound like a good idea they would have to be used in a good fashion. Most games out today that have those meters tend to fuck it up, you leave with full everything and have to come back three hours later because, lo and behold, your asshole character is hungry. If they did it on a not so realistic scale I could see it being a fairly interesting concept, but the idea of rockstar doing ANYTHING interesting is laughable.
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I have the following problem in my differential topology class: Let $M$ be an $n$-dimensional manifold and let $\omega$ denote the standard symplectic form on the cotangent space $T^*M$. Let $f \in C^{\infty}(M)$ and put $L_f = \{(p,\mathrm{d}f_p) \in T^*M: p \in M\}$. Prove that $L_f$ is a Lagrangian submanifold of $T^*M$ and that $L_f$ is diffeomorphic to $M$.
I can prove that $L_f$ is a submanifold of $T^*M$ without any difficulty and the proof that $L_f$ is diffeomorphic to $M$ is similarly easy. I am having difficulty with the computation that $L_f$ is Lagrangian however, so I was hoping that someone could at least get me started in the right direction here.

subset: commoncrawl


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Verbena Large Jar Candle
About This Fragrance
Flowering verbena matched with citrus and creamy vanilla - clean and refreshing
Fragrance Notes:
Top: Citrus
Mid: Verbena
Base: Vanilla, Tonka Bean
Top note is the initial impression of the fragrance, middle note is the main body of the scent and base is its final impression.
About Large Jar Candles
Here's the perfect size candle for all your go-to fragrances. You'll get the longest burn out of its 22-oz. size—"perfect for all those dinner parties, lazy Saturdays and a season's worth of little moments. Details you should know? Each is made in America with premium-grade paraffin of the finest quality ingredients from around the world. And each wick is straightened by hand to ensure the very best quality burn. (110-150 hours burn time)
110 to 150 hours
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Lead-free, 100% natural fibers, and hand straightened to ensure it is centered for the best burn possible.
22 oz
4" x 6.6"
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Ashton Kutcher has signed up for a second season of 'Two and a Half Men'.
The 34-year-old star - who replaced troubled actor Charlie Sheen as a lead character in the TV series last year - will return for the 10th season of the comedy and sources have revealed to The Hollywood Reporter he will receive a pay rise of $25,000 (€20,000) an episode, meaning he will earn $725,000 (€560,000) for each instalment.
Ashton - who split from wife Demi Moore last year - previously revealed he was keen to return for another series because he enjoyed doing it so much.
The actor - who appears in the show with Jon Cryer and Angus T. Jones - said: "I'm having a lot of fun doing the show, working with these guys and would be interested in coming back.
"The deal that we structured for the show is kind of a test deal, 'Can we get the show up? Can we get it going?'
"The show is outperforming the numbers from before I was here, and so I think people are responding to it, and, for me having a show that people like and people want more of, that'll dictate my decision."
The first episode of 'Two and a Half Men' in which Ashton appeared set a ratings record for the show, drawing in some 27.7 million viewers - more than double the number who watched the first episode of season eight in 2010.


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This week's Citizen Science Saturday program has been cancelled due to Prairie Ridge opening at noon on Saturday, May 20.
Citizen science is a big part of what we do at Prairie Ridge, so we welcome one and all to our weekly citizen science walks! These Saturday morning adventures will introduce you to a citizen science project and enlist your help collecting and entering data as you enjoy a walk around the grounds with one of our naturalists. Topics will vary from week to week, and may include gathering data on tree and garden budding/blooming, pond dragonflies, ladybugs, or birds. Come once or come every week — we're happy to show you how YOU can contribute to science as a citizen scientist!
Meet us by the entrance kiosk. Want to know this week's topic? Check our Prairie Ridge Facebook page! We do our best to get the topics posted by Friday afternoon.
Please note that while everyone is welcome, these walks are best suited to citizen scientists ages 8 and up. Contact Chris Goforth at 919.707.8882 or firstname.lastname@example.com for more information.
If you would like to bring a group of 10 or more people, please contact Chris to schedule your visit! Advance notice helps us ensure we have sufficient staff and materials on hand to give your group the best possible experience.


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|11 Dec 2009
windows 7 64bit
Random BSOD
Please help. I can run computer for a couple of days and have no problems. Then I get 2-4 BSOD's in one day. HELP!!
|My System Specs
|11 Dec 2009
Windows 7
Because of the 0x3b error, uninstall your Symantec to test. Disabling will not help.
You'll be good, after.
|My System Specs
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Cutting edge French bridal and corsetry abounds in the Trash Romance Collection at The Writer's Room Hollywood
Lavish and dashing haute couture creations were in the spotlight on Saturday March 16, 2013 at the conclusion of Fashion Week LA, as Los Angeles-based French design house Titelle Couture turned the ever-so-hard-to-find Hollywood alley speakeasy The Writer's Room into an avant-garde Parisian dressing room for the evening. The Titelle Couture Fall/Winter 2013 Trash Romance Collection at Fashion Week LA was presented by Sacrée Soirée, along with sponsor AQUAHydrate. The red carpet buzzed with the chic, the stylish, and the fashion forward.
Decadent and daring bridal and corsetry design was showcased in the Titelle Couture Fall/Winter 2013 Trash Romance Collection, beautifully accentuated by the makeup team of Kerri Evans and Alysha Marcantonio, hairstylists Destiny Khaos and Ashlee (Hairroin Salon), along with latex designs from Madem Black, custom headpieces by Miss G, and jewelers Etoile - Couture Jewelry. Three buff and brawny male models in nothing more than metallic blue go-go boy shorts, black jewel-encrusted face masks, and the masterful body airbrush art of Eye Level Studio carried each model down the runway on a human-size glass platter as classical music and opera played.
Stand-out looks of the evening included: a tank blue and fuchsia cocktail dress with ornate flower detailing; a faux croc black corset and brown latex mini skirt worn with a skull, flower and feather headpiece; and a black, nude and light pink knee-length cocktail dress paired with a lavender headpiece. As the looks progressed, so did the overall artistry. The two bridal finale looks were exquisite: a sumptuous white corset with lace ankle-length skirt paired with a hand fan and tree blossom headpiece, and an elegant burgundy corset and tulle full-length skirt paired with a daring metallic silver collar and oversized pearl necklace.
Titelle herself is a sweet, soft-spoken, and decidedly non-snooty French designer who set up shop in LA in 2011. She graciously took the time to thank each and every one of her entire team at the end of the runway presentation - including her husband, who was on double-duty as one of her photographers for the evening. Fashion Week LA goers were definitely left wanting more at the end of the evening after witnessing the artistry, design, presentation and vision of the Titelle Couture Fall/Winter 2013 Trash Romance Collection. Oh là là!
For more information, please visit the official Titelle Couture website.
Photos by David Gueringer


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Civil Pretrial PracticeSLN #: 11552
Course Prefix: LAW-691
Course Section: 003
Credit Hours: 2
Instructor(s): Turk;Klain
Course Description:
This skills course will focus on the several aspects of pre-trial practice in civil litigation, including discovery planning and implementation, disclosure, interrogatories, requests for production, requests for admissions, examinations and viewings, depositions, discovery sanctions and pre-trial motion practice. Students will explore both the strategic and tactical aspects of pre-trial practice. Through a series of mini-projects and classroom exercises and simulations based on a hypothetical case students will begin to develop skills in pre-trial litigation. These mini-projects and classroom activities will provide the basis for evaluation in this pass-fail course.
Additional Information:
Credit Hours: 2
Grading Option: Pass/Fail Only
Written Assignment: Yes
Graduation Writing Requirement: No
Flexible Writing Requirement: No
Skills Requirement: No
Experiential Learning: Yes
Special Withdrawal Course: No
Final Exam Given: No
Attendance Policy: Per Statement Of Student Policies
* The law school has a policy that Is used To calculate credit hours. Please see the Statement of Student Policies.


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ROCKFORD — Elizabeth Burmaster was at the first of four Rock Valley College forums designed to allow residents to meet finalists for the job of college president.
The public didn't show up. Ten people, mostly trustees, administrators and others associated with the school, attended the two-hour event at the college's Student Center, 3301 N. Mulford Road.
"You can call me Libby," a cheery Burmaster told the group.
Burmaster has been president of Nicolet College in Rhinelander, Wis., since 2009. Like Rock Valley, Nicolet is a two-year school that provides technical and liberal arts tracks for students.
Before that, she was elected to two terms as Wisconsin's superintendent of public instruction, serving eight years and overseeing all public K-12 school districts. She was also a member of the Wisconsin Technical College System Board.
She has 34 years' experience in education as a teacher in elementary and middle schools, and was principal for a decade at Madison West High School.
Burmaster said it is a critical time for higher education. Access to high-quality education is imperative.
"It's American democracy that's at risk here because if you don't have an educated citizenry and there is no middle income, it's going to be very hard to sustain a democracy," she said. "It's a challenge that is not unique to Rockford."
She said the big challenge for community colleges is closing an achievement gap amid changing demographics that in Madison manifested itself as a school that could produce 35 Merit Scholarship finalists, but one-third of incoming freshmen had trouble reading.
Burmaster applied for the Rock Valley College job held since 2004 by Jack Becherer, who resigned in January.
Three more forums are scheduled for the same time slots and location this and next week:
Thursday: John Hogan, associate vice president of the Ivy Tech System in Indiana.
Monday: Laura Urban, vice president of academic affairs for Gateway Community Technical College in Florence, Ky.
March 26: Michael Mastroianni, interim Rock Valley College president.
Brian Leaf: 815-987-1343; firstname.lastname@example.com; @b_leaf


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I am not who I once was. I am not even the same person I was when I began writing this sentence. With every word I write… Read more "Learning On Faith"
Category: patience
Lost Again.
Image from a Google.com search for ghosts are demons which lead to http://www.spectralintelligencesolutions.com Today's Daily Prompt Word is Ghost and once again, I am lost on how… Read more "Lost Again. "
Imagine this.
Imagine something with so much depth and width and then multiply it times Eternity. Do you have a number in your mind? If you have a number… Read more "Imagine this."
The Invitation.
https://youtu.be/optKwlC4Yxg Jesus Christ ate a last supper with His disciples. He ate many meals with many different people. It wasn't always a feast, but when Jesus was… Read more "The Invitation. "
The Last Supper
Image from http://www.quotesgram.com Feast or Famine Have or Have Not Live or Die Day or Night Black or White Why must we ALWAYS live our lives in… Read more "The Last Supper"
Sometimes We Smile.
Sometimes the devil whispers in our ear, but we smile anyway. Sometimes the devil tries to convince us we are not good enough, but we try anyway. … Read more "Sometimes We Smile."
Be Like Water, My Friends.
Bruce Lee once was quoted during an interview talking about how water becomes the shape of its surroundings. It is smooth, and refreshing. But, I want to… Read more "Be Like Water, My Friends. "


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Ken Levine doesn't have to worry about what he's doing next – yet. But he will soon.
The creative director of Irrational Games spent the last five years working on BioShock Infinite, which was released this past March. On the completion of his previous critically acclaimed magnum opuses System Shock 2 and the original BioShock, what was next for Levine was to start pondering his next huge multi-year project. This time, it was slightly different, since Irrational decided to create two downloadable extra stories for Infinite. On November 12 it released Burial at Sea, part one, a short game that continued the main game's story.
After playing Burial at Sea, I spoke with Levine about the new story twists in the add-on before moving on to other topics. I wanted to get Levine's thoughts on BioShock Infinite as seen in the light of recent commentary like the Feminist Frequency videos about the portrayal of women in game stories, as well as find out what he plans to do once the second and final part of Burial at Sea is finished.
(Levine's comments have been lightly edited for space and clarity. Some BioShock Infinite and Burial at Sea spoilers inside.)
WIRED: Why go back to Rapture for Burial at Sea? I feel like this story could have taken place anywhere – we could have seen Elizabeth go to any reality whatsoever. And the setting has always been so important to the stuff that you do, that I felt myself wondering, what was so important to this story that it had to be set in Rapture?
Ken Levine: It's always interesting because when you're showing the game, when we were showing Infinite before it was finished and people had all of these questions for me, like, why not a Rapture, why not some Easter eggs for Rapture? It's not something I wanted to go into. Because how could I answer that question? The reason why Rapture, I can see why you're asking that at the end of part one. I'd be very curious to talk to you when you finish the whole thing.
WIRED: So you think after part two, we'll have a greater sense of what happened in the events of part one? They seem kind of distinct, I played part one and the story wraps itself up at the end, it's not like it ends on a cliffhanger and says "Wait for part two!"
It's a very weird place for me to be; I've never done a piece of DLC before.Levine: We tried to walk a fine line there. A lot of people described it specifically as a cliffhanger. And I didn't necessarily want it to be a cliffhanger because you are selling people a part, right? I wanted it to be both something that contains an ending and, hopefully when you play the new one, I think you're going to find – there's a lot of questions that people will walk away with from this one. For instance, why is Elizabeth the way she is? And obviously it ends on a pretty dark note. There's no real semblance of the person we knew before. When you see her at the end, that look in her eye, it's a pretty dark note.
I'm already interpreting it incorrectly in my head from what I'm saying. So I wouldn't be too quick to interpret what I'm saying. Meaning, I'm being you, I'm projecting it to you and I'm thinking, if I was Chris, what would I take away from that? And the takeaway I have is actually the wrong one. But it's definitely a "part one."
WIRED: It seems like she's going around cleaning up loose ends. She accomplished something with drowning Booker/Comstock in what seemed to be various realities all at the same time, at the end of Infinite. And now it's like, well, this one, he sort of ran away, and so he wasn't in that place in that time, so it almost seems to me like this is one of a laundry list of things that Elizabeth has to do. And we're popping in at some point after she's already gone and done some other things she's had to do, cleaning up these timelines.
Levine: The interesting question for me, and I'm trying to do this without giving away anything from the future, is: What she does, and what she's doing, does it really matter in how it impacts upon her as a person and who she is, and her journey as a person? So to some degree, yes. To another degree, it's about what we do and what effect that has on us, rather than the specifics. You can change your life making a sandwich, you know? To me, yes, to some degree that's correct, but there's a reason Elizabeth is the focus of the next one, and it's dealing with – I'm really struggling here trying not to give anything away. I've never had a game that I've released in my life where it's like, oh, you didn't see it – all of it. It's a very weird place for me to be; I've never done a piece of DLC before. It's a really odd place to be because it's like half the story, right? If you checked out in the middle of Infinite, you'd probably have a very different takeaway. But it has to stand on its own, so I think that's what you were seeing to some degree, but also it's the beginning of something. I'm glad you felt like it wrapped up for you.
WIRED: Did you have the idea to do these two episodes of stories in Rapture as you were finalizing the form of the story for the main game?
Levine: I really decided what to do after I finished my work on Infinite. I didn't really have a chance to think about it before then. It's not like we just said, we want to go to Rapture – again, this is always hard to talk about because you haven't played the last part yet. But there's a larger story we want to tell about Elizabeth, which the part you saw is a component of.
WIRED: And you knew at the end of Infinite that Elizabeth's story – that it was the end of the Booker/Comstock story but at the same time it was Elizabeth's rebirth, if you will, she realized all the things that had been done to her and was taking control of her own destiny and moving forward from there.
Levine: She's obviously a different person from when you first met her – the person you met at the beginning of BioShock Infinite is not this person – and to some degree, it's a risk. We're putting this character who's sort of young and innocent and beloved into a very different role, sort of the opposite of that. But I guess all I can say is, this is part one of two.
WIRED: As a creator, someone who's making something so high-profile, in the spotlight and representative of triple-A videogames this year, when you see a lot of the dialogue that's going on about damsels in distress, and the representation of female characters in games – Infinite has been held up as an example of having good parts and bad parts if you're looking at it through that lens, where Elizabeth is a great female character but there still is that moment where she's kidnapped and has to wait around for a guy to come rescue her, so it's not above criticism from those angles. When you read that stuff, how does that affect you? Does it make you rethink some stuff? I'm curious to hear your perspective.
Levine: I'm always interested in telling a good story. I have very little interest in an agenda. Somebody who makes a piece of art that gets an idea across is always going to be so much more interesting to me than somebody who writes a polemic. I find polemics super boring. And there are great – I read this article yesterday about how Joss Whedon is an incredibly virulent anti-woman figure. And they specifically talked about – do you watch Firefly? They specifically talked about some stuff in that show that I thought was exceptionally interesting in terms of dealing with tropes, and... there's an episode where he meets this woman who wants to become his wife, and is the perfect woman for a certain ideal – she wants to cook for him and clean for him, and all those things that men used to want out of a wife. In the same way, there's still – there is an attraction for a man in being adored, and taken care of, and all that.
But there's also a problem with that, because those people who don't have interior lives tend to not be very interesting. I'm talking about strictly from what a man might want. I think that men have benefited hugely from feminism because the world's just an infinitely better place for women and for men because of it. But then the woman of course turns out to be playing into all those tropes because she's a con woman. And she takes advantage of him because she knows men are weak in that way. And I thought it was a really brilliant examination because it both showed men something that they couldn't help but find a little bit attractive and then totally subverted it, right? Really a smart, smart show. It wasn't showing a woman who – she wasn't a hero per se, but she was brilliant and smart and she knew how to play people and I thought she was a dynamite, dynamite character. She didn't really play into Mal, into the main character's weaknesses, she played into all of men's weaknesses, which we all share. Or, most men's weaknesses.
The feeling of being duped, I thought, was very powerful.Long story short: I'd like somebody to do it as a piece of art, rather than a piece of criticism because I think it's much more interesting as a piece of art. And it's much more challenging. You get so much further with – the things that have transformed people's views of society generally have been – if you look at the gay rights movement, what's really transformed the gay rights movement in the last 20 years is how effective homosexuals have been at showing them as perfectly normal people you'd want to know, in the media. Of demystifying themselves. Of making themselves say, "Hey, look, I'm just like you and me." And that's happened a lot through how they're presented in media. A lot of creative people, the Ryan Murphys of the world, the Ellens of the world – and I think you get a lot further with that. So I really wish those people would make art, I guess is what I'm saying.
[Note: Following this interview, Levine contacted WIRED to say that he wanted to provide some more follow-up thoughts on his comments above. We got back on the phone with him the next day and had the following discussion.]
Levine: There's an episode [of Firefly] called "Our Mrs. Reynolds," and Reynolds is the last name of the main male character on the show. He meets this woman on sort of a backwards planet, and he helps those people on that planet and they basically offer him this woman, she offers herself as his bride in exchange for his help, right? Her name is Saffron. The whole episode is about how she is this archetype of, like, 1950's womanhood. That she wants to wash his feet, make his dinner. And the women on the crew are sort of disgusted with her. In fact, the men are – there's a part of them that's drawn to this treatment, this being the king of the castle. It sort of points to the fact that sort of deep down, there's parts of men and parts of women that some of these roles still play into.
But it turns out that she's actually just a con woman, and she's trying to seduce the captain to take over his ship, essentially. But she's playing a part, and that part is playing into some of the weaknesses that sexist tropes can give us. What I love about the episode is that it both showed why these tropes exist and how some people are attracted to these tropes and how smartly the woman used them to manipulate the man in the episode. And the main character's not a fool in any way, shape or form. He's very resistant. She almost wears him down. I just love it because it took a lot of notions of tropes, of damsels in distress and 1950's housewifery and all those things in an artistic way, without wagging fingers, really exposed a lot of what secretly goes on in men and women's minds as a piece of art, as a very entertaining episode.
WIRED: So it wasn't an article that read, "Here are tropes, and here's why these tropes are bad," and you feel that it has more of a chance of changing people's minds about things because it's presented as a piece of art that we're engaged with and enjoying.
Levine: Exactly. And as a man – they did a good job, the episode was directed by a woman – as a man, you watch the episode and there is a tiny part of you as a man, even in this day and age, that sees the appeal of having somebody tend to your every want and desire. And then to show that this woman character actually knows that about men, uses that to basically con him, was I thought very... and he's not a fool, but it shows that even this swashbuckling guy has this weakness, and instead of saying this is good and this is bad, I think you're always better taking somebody, putting them in a place, and then hitting them, surprising them with the truth. Rather than just saying it.
I was totally taken in by the character, and I was totally duped along with the hero. The feeling of being duped, I thought, was very powerful.
WIRED: And that sounds very much like what you try to do in your games.
Levine: It's one thing to insult or trick a character, it's another thing to insult slash trick the player. The player takes that personally ... and that's something that games do well, instead of talking about this guy, we're talking partly about you.
And so that's why when you asked me about this whole notion of damsels and sexist tropes, I think that's absolutely a topic for games. I'd rather people do it in a way where they're making an argument, done in a way that expresses it through an artistic, a non-lecturing way. The Socratic method – did you ever read any Socrates, or Plato actually? If you read Plato, who writes about his mentor Socrates, Socrates always won his argument by asking questions, and bring the person to a place where they themselves acknowledge the truth rather than you telling them the truth. They always say the answer that you're bringing them to. There's a huge amount of douchebaggery out there, in terms of sexist douchebags, and jerks, and creepy rapist slash pseudo-rapist stuff, and I'm not denying that. But people – I think it's always better to try to reach people through art and argument rather than lecture.
[The rest of our original interview with Levine follows.]
WIRED: What did you think of Gone Home?
Levine: I think that what Steve did, who is a really smart guy, is he took the notion of environmental storytelling and took an angle of it where he removed the gameplay aspect of it, and ended up with a satisfying piece.
WIRED: When we were at the Smithsonian for the Art of Video Games exhibition, I remember you answering an audience question about "pretentious indie games," with the idea that the audience member didn't like those games, but your response was that when you as a director play those games, you might take inspiration from them and put that back into the games you're making. I'm wondering even besides Gone Home if you've played any small-team indie stuff that's been interesting to you.
I'll play like 30 roguelikes a year now.Levine: It's funny, because remember, I come from – there wasn't a word "indie" when I started out, but until we totally sold the company we were always in that situation. It was a very tough time because there was no digital distribution and you always needed a publisher of some kind. There was no iPhone, there wasn't a direct relationship with the consumer. That stuff to me – the ability of a guy like Steve Gaynor to go off and have an idea, an idea that is not ever going to sell 10 million copies but is going to appeal to a certain audience, to be able to have an economic where you can fund that and make that work and not have to deal with a publisher – not that publishers are bad, but in the sense that you're not going to have to go to a marketing meeting and pitch Gone Home to some guy at EA, right, because they're not gonna understand what that is, necessarily.
Things like Kickstarter, of course, on top of that in terms of getting funding, the economics have changed. And it's weird, probably, coming from a guy who works at a big publisher, a lot of people think that I find that disconcerting. I think it's the best thing that's ever happened because what it means is more games. It means more artisanal games. And what I mean by that is, Gone Home is an artisanal game, right? It's designed to appeal to a particular group of people, a relatively small, particular group of people and scratch exactly that itch that they have. And I think we're seeing a bunch of games where the economic, because of things like Kickstarter and things like digital distribution, make that possible.
And I also don't want to underestimate things like Unity, having engines that are off the shelf and kind of work, is a huge step up. So I'm incredibly excited by that, and I'm incredibly excited to see what people are doing with that space. I think it's just a pure win. You're going to see a lot of stuff – I was playing Sword of the Stars. I'll play like 30 roguelikes a year now, because there are a few pixel-art roguelikes out there. When you ask me if I play indie games, I play a ton of indie games and most of them, like most games, are okay. Or not ideal. Some are better and some are worse.
I think the biggest concern I have is, I see almost – I'm sort of joking about the roguelike pixel-art games; I'm starting to think there's almost a yearning for nostalgia that's almost limiting to coming up with stuff that's very unique in visuals. A game like Limbo, a really beautiful indie game, or a game like Journey, which has a completely unique visual, I worry that people are sort of trapped in their childhoods and should feel a little more comfortable – I don't feel there need to be as many pixel art games as there are. But the market will answer that question. Maybe that's what people want. I'd just rather see people take a few more risks.
WIRED: It's probably difficult, breaking into indie games now and trying to get your stuff noticed, it might be easier to make a piece of pixel art and have people think, "Wow, a pixel game, I love those!"
Levine: And that's completely true, because I mentioned the Sword of the Stars thing, I actually quite like it, I wasn't trying to ding on it. I like Kickstarter, I kickstart everything. I've kickstarted 120 different things, or 100 different things. I like seeing people experiment, I love experimentation. It's something that I kind of miss sometimes. I miss the fact that – with Infinite, we did it, but just the economics of it, you have to appeal to – it's not an artisanal game, right?
WIRED: Do you look at indie games and think to yourself – are you going to move on to another huge triple-A project that needs to sell X million copies and needs to be really broad, or is there a way where you are now to experiment and try little things?
It's kind of hard when you've worked on something for five years, and somebody plays it and 12 hours later they're done.Levine: I think there is. That's not a yes or no question. There's the scale of the experiment. You can do some experimentation. I think Infinite did some experimentation beyond BioShock. If you look at Gone Home, it's interesting because it takes the System Shock model and it rips out a large part of it. Which is the combat, the RPG growth, but it's basically you walking around an environment, doing environmental storytelling and mise en scene and finding audio logs. And what's smart about it is, he said, okay, this is the part that an audience said they don't need the rest of it, they're just gonna want this part and I can just focus on that part of it. To be fair, that part of it, the whole combat part, that takes a lot of resources.
So, you know, there are times, and what I've really been thinking about recently is narrative, and how to make narrative replayable. And that's a super, super hard problem. The thing I'm having more – and I've talked a little bit about this, and I think I'll do a GDC talk on it – is called "narrative Legos," this idea I've been kicking around. How do you break down narrative into its smallest component parts, and have them remix and remash and still come up with a coherent narrative that effectively allows you to play through the narrative and have it meaningfully changed – not just change from you choose A, B or C like a Choose Your Own Adventure book. But having it meaningfully feel different. That's a huge problem, and sometimes I almost think it's a problem you can't take on in a huge game because it's just too much risk for a crazy sort of indie experiment idea. That's a big question, can you take on that kind of huge challenge and risk in a mainstream, huge, triple-A game. I don't know.
WIRED: So is this something you'd like to see other people try with smaller things, and see what they come up with before you try to work it into something where there's more on the line?
Levine: No, it may be a function of, I have to figure out how to do it within a context here, or I don't know. It's something that I want to take on. I don't exactly know. I'm still working on DLC. I'm doing DLC, I'm writing Logan's Run, you know. I haven't spent a lot of time thinking about how I'm going to manage the future. I've thought about my goals for the future. I haven't thought about how I'm actually going to make them happen yet. It's okay. It's not like this is an interview going out into the public space where I'm saying I have no idea what the fuck I'm doing.
WIRED: No, nothing like that at all! And please don't check WIRED over the next few days.
Levine: Look, I'm establishing goals now. And to figure out how to achieve those goals is next, but it's a goal I care about, because I care about narrative. Narrative's very expensive, and it's one and done, generally. And even if it's choose your own adventure, choose path A, B, or C, there's still distinct paths, right? And it's very, very expensive, and it's kind of hard when you've worked on something for five years, and somebody plays it and 12 hours later they're done. So it's a problem I've been thinking about for a while.
But again, I don't want to go write an article about it, I want to go make a game out of it. I've just got to figure out how.


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Favourite PicsJoin us tonight on my FB page for this great session on catching Big Pike!Do you like catching big Northern Pike? We may have a treat for you coming up soon on our live Facebook sessions, stay tuned....More proof of changing times. I'm on day two of a virtual conference on how to host...wait for it...virtual events! #eventlifestyle
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Category Archives: Equipment / Gear
Delorme InReach SE Review
After putting the Delorme InReach SE through its paces, I'm ready to share my feedback, which is 100% positive. Below, I have shared a video review I shot on the dock during a remote fishing trip, where we had no … Continue reading
Posted in Equipment / Gear, Fishing, General Tagged amateur, delorme, delorme se, emergency, fishing, Fly In, inreach canada, nature, outdoors, safety, sos Leave a comment
Trip to Shekak Lake
Opening weekend for Walleye and Pike was the 3rd Saturday in May for the area where Shekak Lake is located, and our group would be there the very next day, as the first anglers on the lake for the year. Continue reading
Posted in Equipment / Gear, Fishing, General, Lakes, Trip Reports Tagged amateur, Angler, Bait Caster, base magnet lures, boat, crank baits, crankbaits, fishing, Fly In, great fish, jerkbait, Jigging, jigs, lures, Mercury, nature, outdoors, Outpost Camp, pike, Rapala, reels, Remote Lake, Scatter Rap, shadow rap, shekak lake, shimano, Shore Lunch, spinner rigs, tackle, target species, trolling, trophy fish, Walleye, white river air, worm harness Leave a comment
Fly-In Trip Safety Gear
Travelling into the remote parts of Ontario for fishing trips is a pleasure only a few get to enjoy. The best ones for me are when there are no other camps, just a mid-week check by a bush pilot. You … Continue reading
Posted in Boating, Equipment / Gear, Fishing, General Tagged amateur, blast match, boat, delorme, Eton, first aid, fishing, flint, Fly In, inreach canada, mustang survival, nature, outdoors, pfd, safety, satellite, suncreen, utility knife Leave a comment
Proper Winterizing / Storage = Great Spring!
For the first couple years I owned a boat, to get ready for the winter I would take the motor off (9.9HP), carry it in to the marina and leave. I'd then head to my fathers, flip the boat over … Continue reading
Posted in Boating, Equipment / Gear, General Tagged 4 stroke, amateur, boat, boat storage, fishing, Mercury, outdoors, princecraft, winterize boat Leave a comment
Two New Lures
Like many of you, I keep an eye out for both lures that have been around for a while but I've never tried, and for brand new lures to the market. A couple years ago I was excited to try … Continue reading
Posted in Equipment / Gear, Fishing, General Tagged amateur, Bait Caster, crankbaits, fishing, Fly In, great fish, nature, Rapala, Scatter Rap, tail dancer, target species, Walleye Leave a comment
The Next Boat?
This past week I attended the Toronto Boat Show. This is my third year in a row going, and has become a nice event I look forward too. The winter is tough for me, the cold weather, the lack of … Continue reading
Posted in Boating, Equipment / Gear, General Tagged amateur, boat, boat show, fishing, Mercury, nature, outdoors, princecraft Leave a comment
At Long Last, A Food Saver!
First off, I hope you all had a fabulous Christmas. We've just put e kids to bed and are reflecting on an amazing family day. There were plenty of gifts exchanged, but I'm very excited about my new Food Saver … Continue reading
Posted in Equipment / Gear, General Tagged amateur, Angler, breslau, fishing equipment, food, saver Leave a comment


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CHELSEA, Mich. (AP) - Chrysler is adding a diesel engine to its light-duty Ram pickup truck lineup. The company is promising the best fuel economy of any full-size pickup in the U.S.
CHELSEA, Mich. (AP) � Chrysler is adding a diesel engine to its light-duty Ram pickup truck lineup. The company is promising the best fuel economy of any full-size pickup in the U.S.
Bob Hegbloom, director of the Ram brand, said Friday the 3-Liter, six-cylinder diesel Ram 1500 would get better mileage than the 25 mpg that the current gas-powered V-6 gets on the highway. The six-cylinder Ram is tops in the industry now for highway mileage. The company will release exact mileage figures at a later date.
Chrysler says the new turbocharged diesel makes 240 horsepower and has 420 foot-pounds of torque, giving people the power of a gas-powered V-8 and the fuel economy of a smaller gas engine. Chrysler says the 2014 Ram will be the only light-duty diesel pickup on the market.
It's the same diesel engine now sold in the Jeep Grand Cherokee SUV, which gets 30 mpg on the highway. But Hegbloom said the heavier pickup won't get 30 mpg.
The diesel will cost $2,850 more than a Ram with Chrysler's Hemi V-8 engine and eight-speed transmission. Hegbloom says the diesel will pay for itself in gas savings in under three years.
People have been asking for a light-duty diesel in pickups for 15 years, Hegbloom said.
"Now that we're the only ones with a light duty diesel application, those people will come in and consider us," he said.
The 2014 Ram will start at $24,200, excluding shipping costs, with a 5.7-liter Hemi V-8 and a six-speed automatic transmission. The 2014 versions will be $200 to $300 more than the comparable Rams now on the market.
Chrysler is scrapping a 4.7-liter V-8 engine in the Ram for 2014.
Chrysler does plan to offer a big 6.4-liter gas-powered V-8 engine in its heavy duty 2500 and 3500 Ram pickups.
The pickups will start arriving in showrooms In the fall. The diesel version will reach dealerships in the fourth quarter.


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Listen: Reflektor
Arcade Fire (Merge Records, 2013)
What do you do after you've splashed onto the music scene with a monumental indie-rock sound that sparked boisterous adulation? What do you do after you make an artsy rock album that beats out numerous popular acts to win the Grammy award for album of the year? You go to Haiti and make an avant-garde electronic dance album, of course.
Arcade Fire, that large ensemble of musicians from Montreal centered on the creative union of Win Butler and Régine Chassagne, have taken a step into the unknown with their new album, Reflektor. They have mixed some of their anthemic rock and raw sound with Caribbean rhythms, keyboards, and snappy up-front bass.
Songs like the infectious reggae-influenced "Flashbulb Eyes" prove the merits to this new endeavor. Ballads like "Awful Sound (Oh Eurydice)" show that the band can successfully blend experimentation with amazing songwriting as the Beatles once did. And when Butler and Chassagne's voices gently blend into a moving crescendo, you can almost hear the stadium crowd joyously singing along.
The wide diversity of ideas and influences on this album can become confusing. This is the case with the numerous references to religion. The mix of French and English with differing styles of music, cultural contexts, and enigmatic lyrics make the references to these subjects difficult to situate. However, songs like "Normal Person" and "We Exist" powerfully evoke experiences of marginalization, whether in post-colonial contexts like Haiti, or in suburban youth culture.
From a Catholic perspective, the realization that Jesus aligned himself with the marginalized will add theological weight to these songs. Whatever its limitations, Reflektor definitely has its worth, and it raises the question: What's next for Arcade Fire?
This article appeared in the February 2014 issue of U.S. Catholic (Vol. 79, No. 2, page 50).


text: We here at Astroguyz are always on the lookout for an unheard of astronomical tale. Naming Pluto, a short documentary film by Ginita Jimenez of Father Films tells the intriguing story of how the ever-controversial planet Pluto was first named. It is a very human drama, and one that should be better known than it is.


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Easy-to-use genealogy software for Windows and Mac. This software includes extensive reports, multimedia, publishing, and website creation features. Also provides multiple database support, to do lists, powerful merge features, comprehensive syncing with New FamilySearch and more. Ancestral Quest can generate a web site for ancestors of a person, descendants of a person, or selected individuals in your file. Notes, sources and scrapbook objects can be added to the web presentation. Licensed versions have been provided under different names such as PAF, Ancestry Family Tree and Family Tree Heritage. Available in English, German, Spanish, French and other languages. Ancestral Quest Basics is the free version.
Ancestral Quest - Add on Products
Products manufactured by companies other than Incline Software that supplement Ancestral Quest, including: Gensmarts, Ancestral Quest Charting Companion, Passage Express, Heritage Collector Suite, Pocket Genealogist.
Ancestral Quest - PAF 5 Compare
AQ can be used as an add-on for PAF. PAF was derived from AQ, so AQ works with the same file format as and it does a bit more. Many users of PAF continue to use PAF, but use AQ to access supplemental features such as: syncs a PAF database with new.FamilySearch.org, fan charts, descendant drop-line charts, documentation (notes and sources) for pedigree charts, publish a family book, generate research log, search against the new FamilySearch indexed records, and much more.
The same as Ancestral Quest (above), with all of the essential features of a complete family tree program, but missing some of the more advanced features. Completely FREE.
For the discussion and sharing of information regarding the use of the Ancestral Quest genealogy software program produced by Incline Software. Archives: browse or search.
Things Ancestral Quest will do, and how to do them. Written by an instructor of Ancestral Quest.
A blog about things Ancestral Quest will do.
Software & Computers » Ancestral Quest
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Maverick Entertainment Group is releasing its new sensational feature film "Barracuda", an award winning action adventure social message film, which focuses on one woman's campaign to bring sex offenders to justice when the law fails. "Barracuda" will be available on VOD and Direct TV in October 2013 and on DVD in December 2013.
Starring as Summer, nicknamed "Barracuda", after her exploits draw national attention, is acclaimed filmmaker Christy Oldham, who also wrote the screenplay, produced and co-directed the multiple award winning film.
"Barracuda exposes the secret and often criminal sexual lives of normal, professional men. While Barracuda is fictional, it's truthful. The story is partly based on phone conversations that I heard from actual callers when I took a job as a phone sex operator a few years ago to pay rent. Adversity leads to genuis while prosperity conceals it" said Christy.
The films protagonist tracks down a number of sex offenders (escaped rapists, pedophiles, and murderers) in her vintage 1966 Plymouth Barracuda car. The Lead Cast includes:
Shane Woodson, Terrence Flack, Pippa Hinchley, Elina Madison, Will Beinbrink, Kaden Graves and David Castro.
"Barracuda" is a real eye opener, as registered sex offenders total nearly 750,000 in the US alone. Whereabouts of 20% of these sex offenders are unknown at any given time. Filmed in various locations in Los Angeles and Louisiana, the film has a cast of over 200 actors. It took five weeks to film "Barracuda" and 4 years to complete. Shot on the Red One Camera, by award winning Director of Photography, Marco "Cowboy Bill" Naylor. The film is a Mercury Rising Films and DemiGoddess Pictures production in association with record company, Romantic Realist Records and distributed by Maverick Entertainment Group. It was co-directed by Shane Woodson who also has a co-starring role. Original music was composed by Emir Isilay. The film was edited by veteran editor Robert Pergament (Grease, Blind Date).
"Barracuda" was honored with an 'excellence in filmmaking' award at the 2011 Las Vegas International Film Festival. "Barracuda", nominated for three awards including Best Picture, made its premiere screening at the 2011 Burbank International Film Festival at the AMC movie theater in Burbank, CA. It won Best Feature Film in Burbank, Best Picture at The Flint Film Fest in Michigan, OUTSOLD studio movies at The New Orleans International Film Fest and Danny Glover honored the duo with a Best Picture award at the Mississippi International Film Fest in Jackson.
Oldham has several projects on slate. Oldham's production company, DemiGoddess Pictures, will produce 'The Summer of Terror' , a film that she wrote about the victims of the south Louisiana serial killer and she is also partnering with Photomundo International Entertainment to produce a zombie comedy starring Tara Reid.
For more information on "Barracuda", go to:
About Maverick Entertainment Group
Privately held Maverick Entertainment Group, Inc. is an independent movie distributor with a reputation for consistently releasing niche genre films major studios often overlook. In its 16th year, Maverick has amassed a library of almost 400 independent genre films that it releases across multiple platforms including DVD, Video on Demand and Television through its direct relationships with the key players of each platform including Redbox, Wal-Mart, iNDemand, iTunes and Amazon Instant. Doug Schwab founded Maverick Entertainment Group, Inc., in 1997.
About Christy Oldham
Acclaimed Indie filmmaker, Christy Oldham is the founder of Demi Goddess Pictures, a Los Angeles based film production company and is also the co-founder of Mercury Rising Films. She has written, produced, directed and starred in numerous, award winning feature films that are in world wide distribution. Oldham's film, 'Barracuda', a vigilante thriller, made rounds at various film festivals and gained critical acclaim which earned her 3 Best Picture awards at The Mississippi International Film Festival, The Flint Film Festival and The Burbank International Film Festival. Look for 'Barracuda' on VOD and DVD the fall of 2013. Originally from south Louisiana, Christy is also an avid animal activist and painter. She resides in Los Angeles.


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|Edward D. White (LC)
[Other things to remember when reading a Holmes opinion are here and here.]
|Edward D. White (LC)
Query: How do the lengths of Justice White's opinions compare with the lengths of recent opinions on the Court? Perhaps technology - and egos - over the years have made it easier lengthening opinions. Lengthy opinions may be loaded with dicta whereas with short opinions one must read between the lines to find traced of dicta.


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If you're thinking about picking up a tablet, especially for school, the Galaxy Tab 2 7.0 just got a little bit better. The tablet's Student Edition Bundle is on sale today until September 1st for $250.
The student edition package includes a white version of the 8GB Galaxy Tab 2.0 running Android 4.0 but the real bonus is the peripherals. The package also comes with a keyboard dock and a USB adapter that'll let students use jump-drives, mice, and other USB devices you could expect to use with a laptop. No 4G though, Student Edtion models are all wi-fi only.
It's not quite as up-to-date or as cheap as say, the Nexus 7 or as plain-old sweet as the new iPad, but depending on what you're looking for in your tablet experience, this could be right for some students. It really depends on how important and useful that keyboard dock sounds. If it sounds like something you'd be into, you can pick it up at your local Best Buy, Tiger Direct, Fry's Electronics, Amazon, or Costco. [Engadget]


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Conservation and Environment in Peru: Monthly Updates
Monthly Update - September 2008
It is hard to believe that the time has come for another update from Taricaya and September has seen us improving and modifying the installations of the animal rescue centre including the completion of a fantastic new cage for Preciosa. Elsewhere we have been very happy to welcome back our botany expert Daniel Medina as we continue to investigate the flora of the reserve and work around the centre has included the continuation of our trail evaluation and plenty of graft at the pilot farm also.
Preciosa, our resident jaguar (Pantera onca), has now been with us for a lot longer than I originally planned as getting release permits for her has become ever increasingly difficult. This meant that her perfectly adequate, albeit old, accommodation from her original acceptance was in need of upgrading and repair work. Whilst she had plenty of space in her old enclosure it was originally designed as temporary accommodation and as it appears she might well be with us for a while yet I decided to enlarge the enclosure as we repaired it. So as usual there was plenty of work for everyone as we started with the concrete support columns and brick base before adding a huge wooden structure. The result is an enclosure of 9x9x9m and she is now happily installed and exploring her new surroundings. Elsewhere in the rescue program I mentioned last month that we were planning on moving our juvenile male tapir into the large enclosure with the sub-adult female. The acclimatisation process is now well underway as the young male is living inside the large enclosure although separated from the female as they get used to each other. I hope to continue the process over the coming weeks and I am sure as the two individuals become used each other's presence the initial aggression from the older female will subside. The initial reaction was to be expected as the female considers the enclosure as her territory but tapirs are not aggressive by nature and I am very confident that they will soon be living side by side.
It is not often that after eleven years of working in the Amazon that I come across something totally new that I have never seen before but this month has thrown me a wonderful surprise. Nearly three months ago we started our turtle project and as we were building the first turtle beach Enrique, our Ese'eja neighbour, brought us a nest of turtle eggs that he had found by his boat. It struck us as very early in the year for these to be the eggs of the "Taricaya" (Podocnemis unifilis) but we duly buried them in the first quadrant of the newly constructed beach. We thought little more about them as we became increasingly occupied with our record year of nest collections. Anyway, a couple of weeks ago we were mildly surprised to have baby turtles emerging from the sand but to our surprise they were not side-necked turtles but a much rarer species of Chelidae. The Spotted toad-headed turtle (Phrynops geoffroianus) is only found in southern Amazonia and very little is known about its life history and behaviour. It is an allegedly carnivorous species feeding on insects and small fish and we were now proud owners of ten of these beautiful turtles. We decided not to release them immediately and now have them in a newly constructed terrarium as we try to investigate further their feeding habits in an attempt to learn more about these elusive Chelonians. Another first in the field of herpetology was the discovery of a beautifully coloured morph of an Amazon tree boa (Corallus hortilanus). Whilst we have captured a few of these arboreal constrictors over the years the skin colouration of this individual was spectacular and reminiscent of the much deadlier fer-de-lance.
At the beginning of September we were pleased to welcome back Daniel Medina for his second visit of the year and the continuation of our research into the plants of the reserve. Once again he arrived full of enthusiasm and we continued to study line transects designed to produce information on forest structure and diversity. This time around we also banded and marked specific tree species in different habitats to measure growth rates and to investigate whether there is a seasonal variation in speed of growth. In addition Daniel shared his vast knowledge of the plants with us and I look forward to our continued alliance as I hope to establish studies into forest succession (regeneration of forest gaps) and eventually start climbing trees to investigate the high canopy and the epiphytes found in the tree tops.
As the dry season continues the forest is really starting to suffer with the lack of rain. Usually by this time of year the rains have started but we have not even seen a sniff of rain and the animals must also be suffering as the trees are unable to flower and ultimately produce fruits. The majority of the animals of the forest reproduce to coincide with the start of the wet season and the associated availability of food and so it will be tough for mothers and offspring alike unless the rains start in earnest. Unfortunately this does not look likely any time soon as we can generally associate our weather with what is happening further south on the continent and Argentina and Chile are both suffering a continued drought and heat wave. One of the few benefits of this prolonged dry spell is that we have been able to complete a sweep of all our trails and volunteers have been hard at work clearing all the storm debris from the last heavy rains and our extensive network of trails is now completely open again albeit until the rains start again!
Work has also continued at the pilot farm and the dam has been a saviour in the prolonged drought as we have been able to irrigate regularly. It was time to collect data from our mahogany saplings again as we needed to compare size to this time last year and check survival rates and growth percentages. I am pleased to report that we are still on track with this revolutionary project and the figures suggest that our initial expectations for this project are holding true. Elsewhere at the farm we have needed to maintain our nurseries of bamboo and saplings of various different tree species and our goats have had a very productive season as we now have several newborn kids in the flock.
October will see the birth of our first turtle nests, continued work on the animal rescue centre, the expected start of the rains and much more.....as ever I wish to thank everyone involved with the project as we continue to grow and evolve.
Stuart Timson
Conservation Director
Projects Abroad, 1st October 2008


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Driving Rain
Guitars Blare On Paul McCartney's Driving Rain
Balladry, silly love songs, experimental epic also on former Beatle's November 13 release.
Although it probably won't make Limp Bizkit, Staind or Linkin Park sound anemic by comparison, Paul McCartney's Driving Rain should rock the house harder than anything the former Beatle has recorded since "Helter Skelter" — or at least "Helen Wheels."
"It's a more aggressive record, definitely," said producer David Kahne, who has worked with Sugar Ray, Sublime, the Bangles and Tony Bennett. "It's got real energetic guitar songs. They're all original, and there's a lot of power there. I think he really loved doing that because he hadn't done it in a while."
While Driving Rain's guitar-blaring rockers will likely raise the room temperature, the record, which arrives November 13, also features McCartney's trademark ballads and silly love songs.
"There's a lot of variety, more than he's had on a lot of records," Kahne said. "It's White Album-ish. It's very broad, and he hops from one style to another."
Session guitarist Rusty Anderson, who has played with Stevie Nicks and Ricky Martin; session drummer Abe Laboriel Jr., son of legendary jazz bassist Abraham Laboriel; and keyboardist Gabe Dixon, of the jammy Gabe Dixon Band, join McCartney. His son, James, played guitar on "Back in the Sunshine Again," while Kahne played some guitar and keyboards on the record and handled all of the programming.
McCartney recorded the album at Henson Studios in Los Angeles in March and July during two half-month sessions. He recorded and mixed 22 new songs, 15 of which wound up on the record.
"It was all very spontaneous," said Kahne. "There were no rehearsals. He just brought the songs in and we started playing them. Basically, he'd show us a song on the acoustic guitar and we'd learn it. He wanted to do it very much in the way the Beatles used to record. Ringo and George never really heard the songs before the Beatles recorded them. So we just did it on the fly starting the first day."
The first single from Driving Rain will be the earnest, melancholy "From a Lover to a Friend," which will also appear in the upcoming Tom Cruise film, "Vanilla Sky."
"His voice is very emotional in that song," Kahne said. "It starts kind of quietly but has a great 'Come Together'-type bass line in the bridge. He sings, 'How can I walk when I can't find my way?' and there's a really great sound he makes. It has a sadness to it, but it's actually a real hopeful song."
Some sources have reported that the tune is a heart-on-sleeve ode to Linda McCartney, but Kahne said the song doesn't refer specifically to McCartney's late wife.
"There are a lot of ways to take the song," he said. "There's a lot of emotion there. When you hear it, you think of his pain and what he and Linda went through together, but it's not spelled out."
Other tracks on Driving Rain include the anthem "Loving Flame," the acoustic "Your Way" and a 10-minute experimental epic called "Rinse the Raindrops."
"That's just one verse repeated over and over, but he never sings it the same way twice," Kahne said. "The song goes through different cuts back and forth between different takes. It's a very aggressive, pushy song where he sings real low then real high — all over the place. It's a great vocal performance. The whole record is really great."
— Jon Wiederhorn
Driving Rain Radio Special - MJI Broadcasting