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Slidell

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Everything posted by Slidell

  1. Yeah over pricing RULES!
  2. go to g4.com you can watch there i think
  3. Man my cable went off,gay.
  4. Slidell

    HALO REACH!

    Cool MM beta in ODST,another reason to buy that game.
  5. June 1, 2009 - Two years ago Ubisoft unveiled Splinter Cell Conviction. And then, with the skill of a master spy, it vanished. Well, Sam Fisher is back and this time he's bringing his boom stick. Forget what little you know about Conviction, only the technology behind the original concept remains. Every other aspect of the gameplay has been re-imagined and retooled. In fact, forget what you know about Splinter Cell in general. Conviction is meant to be a true evolution of the series. While it's based off the core principals of the Splinter Cell franchise, Ubisoft redefined the gameplay to such a level that to some it may be unrecognizable. Sam Fisher's daughter was killed at the start of Splinter Cell: Double Agent and now he's finally broken free of government agency Third Echelon's control in order to find out who was responsible. Sam's on his own, without anyone talking into his ear directing his action or forcing him to play by the rules. The result is a Sam Fisher more intense and more brutal than you'd expect. It's not about blood (though there's plenty of that) -- the brutality in Conviction is a by-product of the new gameplay mechanics. http://xbox360media.ign.com/xbox360/image/article/988/988445/inline_splintercell_1243873966.jpgCheck out our video preview of Splinter Cell. In most spy-themed games, stealth is actually a limitation. You use it because it's forced on you, because your supposedly bad ass character is surprisingly vulnerable unless he stays in the shadows. For Splinter Cell, it's led to a cycle of trial-and-error gameplay that, while engaging, is slow and at times tedious. Conviction throws the old stealth system in the trash. Sam Fisher is a hunter, clearly superior to his prey. He stalks in the shadows, waits for the right moment, and strikes with frightening speed and ferocity. Jack Bauer, from the TV show 24, is clearly the inspiration in so much of Conviction's gameplay changes. In 24, Bauer often uses stealth to infiltrate a building. When he spots enemies, he sizes them up, takes a breath and then slides out of cover and kills all opposition in a matter of seconds. And if a terrorist has information he needs, Bauer's not afraid to use pain to extract that intel. That is the new utterly unflinching Sam Fisher. The failure or success of Splinter Cell Conviction rides on its new Mark and Execute mechanic. It is the crux of the series' new hunt and strike philosophy. If it plays as impressively as it looks, then Ubisoft has a real winner on its hands. If it doesn't, well, then at least Ubisoft gave Sam Fisher a hell of a sendoff. At any time, Fisher can tag targets. These can be enemies, any lighting source (save the cursed sun), traps or explosives. The type of weapon Sam wields determines the number of marks that can be made at one time. Marking a target creates a dot over it that turns either white or red, depending on whether Sam has a clear shot at the mark. When a mark's icon turns red, hit the execute button and Sam whips out of cover and delivers a killing strike. Guaranteed. See, Sam's sized up his enemy, he knows what to do and when that mark is red he ensures the target goes down. http://xbox360media.ign.com/xbox360/image/article/988/988445/inline_splintercell5_1243873868.jpgWatch the debut trailer for Splinter Cell Conviction. If the target happens to move behind an obstruction and the mark turns white, hitting execute causes Sam to draw his weapon but hold his fire. So there's still timing involved in this even if you are not forced to individually pull the trigger for each kill. Sam's AI is programmed to prioritize which marks to fire on first to maximize damage. If you mark a chandelier hanging above several terrorists and then mark another terrorist who appears slightly outside the chandelier's radius, Sam will shoot the chandelier first, as it will lead to the most deaths and cause the biggest distraction to enemies. Then, if the other mark is still alive, Sam will lay him down. The AI is said to be smart enough to utilize the decision-making prowess of a character like Sam Fisher (or Jack Bauer). Let's say you target two lights and a terrorist. Sam's first shot will go towards the light, as it gives him an advantage not only over the marked enemy, but any others in the area. Normally, he'd shoot out the second light next, but if the enemy suddenly turns and fires, Sam changes his priorities and attacks the hostile immediately. One of Ubisoft's primary reasons for switching to Mark and Execute is because of the experiences of past Splinter Cell titles. In the past, Sam hung to the shadows and then popped out, slowly guided his sight to the first enemy, and fired. Then he had to slide the reticule to the next enemy. The result required some skill, but it also produced a very slow hero and gameplay that was more methodical than visceral. As the E3 demo reveals, Sam is rarely going to face situations where he can rely solely on Mark and Execute. There are just too many enemies around to get rid of them all in a single execute move. As such, you must employ some strategy to determine which enemies are most critical to take out immediately. My initial concern was that the Mark and Execute gameplay would take the "skill" out of Splinter Cell. After seeing it in action, I would say that Mark and Execute simply requires a different type of skill than the previous Splinter Cells. If nothing else, the visual results of some of these execute moves is simply jaw-dropping. If the goal was to make Sam Fisher look like the baddest mofo on the block, then the E3 demo is a big success. One other element adds a touch more strategy to Mark and Execute. Each weapon has its own properties. A pistol might have the ability to place two marks at a time, where a machinegun can place several more. But then a shotgun can get a red mark icon even through doors and walls. For a pistol, Sam would have to kick open the door before he could successfully pull off the second half of Mark and Execute. But the shotty can blow through a door with deadly efficiency. http://xbox360media.ign.com/xbox360/image/article/988/988445/tom-clancys-splinter-cell-conviction-20090601092734394-000.jpg Mark and Execute is certainly the most crucial new gameplay element added to the Splinter Cell franchise, but it's hardly the only change. The stealth aspects have also seen a reworking. In most stealth games, the main character moves slowly, plodding along in the dark, praying not to be seen or heard. Past versions of Splinter Cell went so far as to have separate vision and sound meters to create a complex matrix for stealth. But this is the new Sam Fisher. He moves quickly and silently, like a panther. Those old meters are long gone. If Sam is in the shadows and hidden the screen becomes desaturated. Only enemies and interactive objects maintain their full color. The edges of the screen grow black for added effect. The instant Sam is visible the screen regains its color. This is an important change, because Conviction looks to be a faster-paced game than its predecessors. You don't have time to search for meters to find out if you're visible or not. Now there's no mistaking when you're in the shadows and when you're in the open. Ubisoft's attitude is that Sam Fisher has nothing to lose and little time to waste. That leads to the faster pace of gameplay, but it also means that he's not concerned about leaving a trail of bodies. For Sam, this is the end of the line. He just has to finish this last mission. There is no tomorrow, so there's no need to hide his identity behind a pair of goggles or to stash bodies. That's right -- no more dragging bodies out of sight. http://xbox360media.ign.com/xbox360/image/article/988/988445/tom-clancys-splinter-cell-conviction-20090601092748174-000.jpgThe Mark and Execute in action. Just because you're in the shadows doesn't mean you can act with impunity. If you stand in the shadows firing off shots, the enemy's going to figure out where you're hiding. But perhaps that's what you want. There's another new gameplay mechanic that adds an interesting opportunity to mess with your opponents. Last Known Position is, as the name implies, the last place the enemy spotted you -- and it's represented by Sam's white silhouette. Now you know exactly where the enemy is focused. And you can use that to your advantage, laying traps or flanking your opponent. In the earlier stages, when you are fighting low-level goons, the Last Known Position is a great tool. The early enemies are said to be fairly predictable and you can have a lot of fun with them. But things get more challenging as the quality of combatant improves (you eventually take on other Third Echelon special ops). You'll break line of sight with these better enemies and see your silhouette pop up, as if to say, "nice job." Then a grenade rolls under that silhouette. Smarter soldiers look out windows and shine their flashlights up at pipes. Ubisoft does not want there to be any dead ends in Conviction. There is always an escape. That may mean leaping through a window (or throwing an enemy through a window and following him on the way out) or climbing a pipe or scaling a wall. Sam may have more salt than pepper in his hair at this point, but he's more athletic than ever. He moves quickly (and silently) in the shadows, shimmies across ledges faster than the Prince of Persia and closes in on enemies like a predatory animal. And that ties into Ubisoft's new take on stealth. Sam Fisher is continually popping in and out of the shadows and should never be stuck sitting in one dark corner for long. To help create a fiercer Sam Fisher, Ubisoft knew it had to do something about his hand-to-hand combat abilities. Aside from elbowing or knifing enemies, Sam has done little on this front. This new Sam uses Krav Maga, the official defense system of the Israeli army. It's a martial art with the philosophy that the end justifies the means. It's quick, powerful and shockingly brutal. Melee combat is resolved in as great a speed as Mark and Execute ranged combat. And it's handled with a one button. http://xbox360media.ign.com/xbox360/image/article/988/988445/tom-clancys-splinter-cell-conviction-20090601092740721-000.jpgYoink! Sam breaks arms, bashes in faces and leaves enemies crumpled on the ground in a single breath. It's exhilarating to watch. Many of the animations have yet to be added, so the E3 demo shows only a limited number of moves, all performed contextually. Though you don't control how Sam brutalizes an enemy, you can modify an attack by pressing in a direction as you strike. Where you aim determines if Sam throws the enemy or slams a part of their body on a nearby piece of the environment. At one point in the demo, I witnessed Sam grab an enemy's wrist, snap his arm, then bash his head into a nearby wall. The enemy slumped to the ground, leaving a mess of blood where his nose had exploded on the brick. This enhanced physicality lends itself to special interrogation moments. There are certain enemies you can toss around in an effort to learn some new intel. The demo dramatically begins with one such moment. Sam slings a thug into a urinal. From the moment Sam disarms the thug, everything is in the control of the user. Beat the guy's head in, throw him into a bathroom stall, crack his head against a mirror, smash him through a sink -- do whatever comes to you. Eventually the thug talks. There doesn't seem to be any subtlety to interrogations. You can't accidentally kill an enemy before he talks and there's no one particular thing that earns a confession faster. Just beat him until he spills. Sounds fun. Those are the gameplay changes I've seen so far. But there's one other aspect of Splinter Cell Conviction I've yet to mention and it's just as impressive. Ubisoft has developed a light projection technology that allows for a slick presentation. Basically, they are playing a movie on top of the game as if a projector were shining in through the fourth wall. If characters or objects move in front of the projection, then the movie is cast on them, just as it would with a real projector. The light is completely dynamic, so anything projected onto fabric will follow the folds and movements of the fabric. http://xbox360media.ign.com/xbox360/image/article/988/988445/tom-clancys-splinter-cell-conviction-20090601092744299-000.jpgYour objective is projected on the side of your destination. What's the big deal about this? Well, remember that Sam is alone without anyone in his ear guiding him (or you). This projection technology is used to cleverly display objectives. In the E3 demo, Sam needs to get into a mansion to find Kobin, the man who killed his daughter. While walking the streets, Sam can look across the street and see "Infiltrate the Mansion" cast across the side of his objective building. Progressing through the mansion, "Pursue Sarah's Killer" is cast on a glass partition. And locations you've entered are marked by their name projected on part of the environment. On top of this, flashbacks and important scenes play like movies on the backs of walls. It's an incredibly cool presentation that needs to be seen to truly be appreciated. Fortunately, we have plenty of video showcasing this new technology. I wasn't surprised when Ubisoft delayed Splinter Cell Conviction two years ago -- what I saw just didn't strike me as particularly exciting. The technology was cool, but the gameplay looked ordinary. I'm glad Ubisoft made the tough decision, because the new Conviction is an exciting prospect for this fall. The presentation looks top-notch, the Mark and Execute gameplay looks sick, and the hand-to-hand combat is stunning to behold. Though there are still more games to be seen at E3 2009, right now Splinter Cell Conviction is my most anticipated game of the year. Australia, June 21, 2009 - It's been a long time between missions, but Sam Fisher is back ââ¬â and thankfully sans-hobo beard. Revealed officially at Microsoft's E3 2009 press conference and later replayed at Ubisoft's, Splinter Cell: Conviction looks like the fresh direction the series desperately needed ââ¬â but it goes even further, pointing the way forward for cinematic and practical storytelling and stealth gameplay. Fisher the Predator With a haircut and some botox, Sam Fisher is embracing middle age with all the grace and scene-chewing presence of George Clooney. Fisher, no longer bound by his old government employ, is free to extract revenge for the apparent murder of his daughter, Sarah Fisher. The first thing we noticed was the speed and efficiency of Sam's movement; he has more pace to his step than previously, and the trade-off is a lessened emphasis on stealth, since the body count restrictions are now gone. In other words, during the Mansion Infiltration mission, there was a lot of headshots and biffo. That's a great thing, too. From the outset, there's an all-new, hard-edged attitude to Sam Fisher. Grabbing and interrogating a suspect has more to do with beating their heads against porcelain urinal basins and brick walls than carefully worded diplomacy. With that in mind, the environment has been built to be far more context-sensitive than in the past ââ¬â described as 'sandboxy' by Ubisoft. For instance, when breaking into the mansion, you can either head in all-guns-blazing or shimmy up a wall and use stealth. If you take the stealth option, not only does the game shift things up with an Assassin's Creed-like level of verticality and mobility, but you an also use environmental objects like chandeliers to take out a few enemies at once and turn out the lights in the process. http://xbox360media.ign.com/xbox360/image/article/996/996034/tom-clancys-splinter-cell-conviction-20090617111714908.jpg Shades of True Lies. Mark and Execute One of the biggest changes to the gameplay formula comes in the form of 'Mark and Execute' attacks ââ¬â at once upping the frenetic action and streamlining it. In some ways bearing similarities to Fallout's VATS (Vault-Assisted Targeting System), Mark and Execute allows Sam to peer under doors (and presumably around corner and over objects too), gauging the locations of his enemies and targeting them for near-automatic headshots when you burst through the door or into the line of fire. The result is a faster, more strategic level of action that takes de-emphasises some of the raw shooting aspects for those who'd rather just get on with exploration. It also adds a bit of variety ââ¬â and we can imagine a few cool scenarios where the tool might prove more useful too. Colour of Night After four years of development, Splinter Cell: Conviction is a thing of beauty, to be sure. Polished graphically to utterly triple-A levels of sophistication, it's the smaller details that really left us impressed. For starters, cutscenes are handled entirely in-game and storytelling is a blend of traditional cinematic sequences and, impressively, actual text overlays in the environment. For example, if Sam's currently pressing a suspect for information (by throwing him through a toilet cubicle door or similar), the walls will be painted with words relating to what he's thinking about or short movie reels about the death of his daughter, since it's playing on his mind too, giving Fisher his motivation. The game guides you to your next objective by plastering keywords on objects in the world; the word 'MANSION' stands five storeys high against the night-time backdrop, showing you your next waypoint. It's handled with an almost comic book-like blend of words, images and actions to build up a very fresh feeling storytelling method. Simple is Best If Splinter Cell: Conviction has some gameplay convictions of its own, it's that simple is best. It's an approach that explains not just the introduction of the storytelling text and video overlays, but it also extends to things like discerning which objects in the environment are useable and which aren't. When Sam's hidden in shadows, stealthing along like the ex-spy he is, the environment's colour actually drains away ââ¬â except for key useable objects in the world. Enemies also stand out against the background in this same manner. It's an intuitive system that keeps you immersed in the environment, reminding you that it's critical to study and interpret the world around you before making any rash decisions. As in previous games, the world's context-sensitive objects all bring up options on how to use them. Simply press the corresponding button to perform that command. However, combat now seems to feature a similar, albeit more streamlined system of context options too. Most importantly, all of the text overlays, pop-up context options and combat manoeuvres keep the HUD to a minimum ââ¬â and that means more immersion for the player. Prepare to lose yourself all over again later this year. http://xbox360media.ign.com/xbox360/image/article/996/996034/tom-clancys-splinter-cell-conviction-20090617111721595.jpg Click here to check out IGN's extensive Splinter Cell: Conviction Live Demo from E3. It's been a long time between missions, but Sam Fisher is back ââ¬â and thankfully sans-hobo beard. Revealed officially at Microsoft's E3 2009 press conference and later replayed at Ubisoft's, Splinter Cell: Conviction looks like the fresh direction the series desperately needed ââ¬â but it goes even further, pointing the way forward for cinematic and practical storytelling and stealth gameplay. Fisher the Predator With a haircut and some botox, Sam Fisher is embracing middle age with all the grace and scene-chewing presence of George Clooney. Fisher, no longer bound by his old government employ, is free to extract revenge for the apparent murder of his daughter, Sarah Fisher. The first thing we noticed was the speed and efficiency of Sam's movement; he has more pace to his step than previously, and the trade-off is a lessened emphasis on stealth, since the body count restrictions are now gone. In other words, during the Mansion Infiltration mission, there was a lot of headshots and biffo. That's a great thing, too. From the outset, there's an all-new, hard-edged attitude to Sam Fisher. Grabbing and interrogating a suspect has more to do with beating their heads against porcelain urinal basins and brick walls than carefully worded diplomacy. With that in mind, the environment has been built to be far more context-sensitive than in the past ââ¬â described as 'sandboxy' by Ubisoft. For instance, when breaking into the mansion, you can either head in all-guns-blazing or shimmy up a wall and use stealth. If you take the stealth option, not only does the game shift things up with an Assassin's Creed-like level of verticality and mobility, but you an also use environmental objects like chandeliers to take out a few enemies at once and turn out the lights in the process. http://xbox360media.ign.com/xbox360/image/article/996/996034/tom-clancys-splinter-cell-conviction-20090617111714908.jpg Shades of True Lies. Mark and Execute One of the biggest changes to the gameplay formula comes in the form of 'Mark and Execute' attacks ââ¬â at once upping the frenetic action and streamlining it. In some ways bearing similarities to Fallout's VATS (Vault-Assisted Targeting System), Mark and Execute allows Sam to peer under doors (and presumably around corner and over objects too), gauging the locations of his enemies and targeting them for near-automatic headshots when you burst through the door or into the line of fire. The result is a faster, more strategic level of action that takes de-emphasises some of the raw shooting aspects for those who'd rather just get on with exploration. It also adds a bit of variety ââ¬â and we can imagine a few cool scenarios where the tool might prove more useful too. Colour of Night After four years of development, Splinter Cell: Conviction is a thing of beauty, to be sure. Polished graphically to utterly triple-A levels of sophistication, it's the smaller details that really left us impressed. For starters, cutscenes are handled entirely in-game and storytelling is a blend of traditional cinematic sequences and, impressively, actual text overlays in the environment. For example, if Sam's currently pressing a suspect for information (by throwing him through a toilet cubicle door or similar), the walls will be painted with words relating to what he's thinking about or short movie reels about the death of his daughter, since it's playing on his mind too, giving Fisher his motivation. The game guides you to your next objective by plastering keywords on objects in the world; the word 'MANSION' stands five storeys high against the night-time backdrop, showing you your next waypoint. It's handled with an almost comic book-like blend of words, images and actions to build up a very fresh feeling storytelling method. Simple is Best If Splinter Cell: Conviction has some gameplay convictions of its own, it's that simple is best. It's an approach that explains not just the introduction of the storytelling text and video overlays, but it also extends to things like discerning which objects in the environment are useable and which aren't. When Sam's hidden in shadows, stealthing along like the ex-spy he is, the environment's colour actually drains away ââ¬â except for key useable objects in the world. Enemies also stand out against the background in this same manner. It's an intuitive system that keeps you immersed in the environment, reminding you that it's critical to study and interpret the world around you before making any rash decisions. As in previous games, the world's context-sensitive objects all bring up options on how to use them. Simply press the corresponding button to perform that command. However, combat now seems to feature a similar, albeit more streamlined system of context options too. Most importantly, all of the text overlays, pop-up context options and combat manoeuvres keep the HUD to a minimum ââ¬â and that means more immersion for the player. Prepare to lose yourself all over again later this year. http://xbox360media.ign.com/xbox360/image/article/996/996034/tom-clancys-splinter-cell-conviction-20090617111721595.jpg Click here to check out IGN's extensive Splinter Cell: Conviction Live Demo from E3. Splinter Cell Conviction has been delayed in order that the game can receive more spit and polish, as Ubisoft has detailed the thinking behind pushing the game back to early 2010. Well, it turns out that Conviction wonââ¬â¢t just feature a mind-blowing single-player adventure either. Ubisoft producer Alexandre Parizeau told Joystiq that, as with the previous three SC installments, Conviction will include multiplayer. Parizeau didnââ¬â¢t drop any more details other than to expect more info sometime over the summer. Looking beyond Convictionââ¬â¢s release, Parizeau confirmed that the developers are planning to release downloadable content as well, but weââ¬â¢ll obviously have to wait until the game finally launches this fall sometime to find out more about what that DLC will include (Could episodic content be in Sam Fisher's future?) Many fans have noted that Double Agentââ¬â¢s multiplayer was noticeably more accessible than it was in previous installments, but the gameââ¬â¢s co-op mode wasnââ¬â¢t as robust as Chaos Theoryââ¬â¢s. Well, with Ubisoft Montreal once again at the helms, here's hoping the team can build on what it started in Chaos Theory, and make the multiplayer portion of Conviction as new and exciting as the single-player mode. Source Community developer UbiRazz commented on the delay over at Ubisoftââ¬â¢s official Conviction forum, saying: ââ¬ÅIn order to live up to our own ambitions and your expectations, we strongly feel that giving our teams that extra time will allow us to present a game to you that will fulfill that potential. Due to this, we have decided to move the release date into Q1 2010. This extra time will ensure Splinter Cell: Conviction becomes every bit the fantastic experience we want it to be.ââ¬Â UbiRazz went on to say, ââ¬ÅJust so you know: there won't be any major changes or additions to what you saw at E3 but there may be minor tweaks/balancing." I actually have zero problems with this delay. Sure, Conviction is one of the three or four games I was looking forward to the most this year, however the delay had nothing to do with the gameââ¬â¢s development, meaning everything I have been most impressed with so far should be pretty much intact when the game is finally released. It was financial strategy, pure and simple. And if that means Ubisoft Montreal has a bit more time to make its already stunning game even better, then no complaints here.
  6. Ubisoft is awesome.
  7. I am
  8. I miss the arcade.
  9. Dude,you've been gone for ages.
  10. hawt
  11. Slidell

    Fail thread

    WTF is this ****?
  12. Man,that's like instructions no one ever reads them until there ******. I think a PM is the way to go people might not notice it though.
  13. Hawt
  14. I have one whenever I make a roast in the crock pot they come out dry,what can I do to change this? LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL
  15. Dude,it's an E not an I...
  16. I don't care,just leave if you want to. You can have a life and have a computer,I have a life and a computer. Aw,dude airsoft sucks,Paint Ball FTW.
  17. Lame
  18. I don't know but the guy that posted this is no longer here,and he didn't even make the tut. So,in short hope there's someone here who did this.
  19. I only have PayFriend
  20. There's no 3,in internet.
  21. GET TO DE CHOPPA NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  22. I really don't care either way,but it's not going to happen.
  23. name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>" width="425" height="344"> name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>" />Cannot Be Displayed
  24. Slidell

    Mafia II

    The one on the PC,right?
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