text:
|Jacob Pederson
One thing I've really liked so far (I'm only through the first couple chapters) is the willingness to include large sections with no combat at all. Tension is really created in these sections, not the combat or flashy montage bits. Despite the excellent design keeping me never lost and never frustrated, I experienced three straight sections in a row where the last available bullet finished off the last available enemy. That's survival horror design excellence.
Additionally, the mini-tv episodes really help to create a sense of terror for me, as you are watching one in a spooky cabin, and suddenly somebody runs across the window. It wasn't till after searching the surrounding woods for a bit, that I realized that I'm doing exactly what the main characters in horror movies do, complete with the audience wishing they wouldn't ;) Never did find the guy who ran past the window ;)
|Dana Laratta
I'm not sure I agree with you here Leigh. I'll need to finish the game to be sure of my impressions, but I'm finding a lot of appeal in a title that is more about weaving fear from a sense of dread and foreboding than others that I have played. And there aren't very many I haven't in this genre.
The building of the environmental effects, the sound and the moving fog and shadows that intensify when enemies are near, does act as a "tell" that you are in danger, true. Yet the moment when the Taken appear is often varied enough to catch you off guard, sometimes highlighted by a brief pullback in camera from Alan to show there are enemies suddenly behind you, very close. The foreshadowing from the manuscript passages ("and then, I heard the chainsaw") have also been effective for me.
Is the surprise appearance of an enemy so critical to the fear factor? It happened more often in Silent Hill: Homecoming. Yet I would call that title less scary than this one, so far. I also have experienced sudden moments of fear and dread in, as Jacob mentioned, moments that had nothing to do with the gameplay mechanics of fighting the Taken. These moments as attempted in Silent Hill: Shattered Memories fell pretty flat for me. I think Remedy has struck a nice balance.
As to the plot, I will need to finish to comment. I simply hope you are wrong on that one too. For my money, I understand why they are using the term "thriller," yet this game is scaring me more than any I have played in a while.
|Kylie Prymus
Real tension requires the player to feel that they are at risk of losing something. This is why horror/terror games are so much more effective than movies - in a film the viewer is never really at any risk. In a game the risk is, well, "losing" the game. Granted we have saves and whatnot, but early horror games like Resident Evil created tension by making saving and ammo sparse, so you really felt scared that if something killed you, you'd have to do a lot of backtracking.
But nowadays that's considered frustrating - we're in an era where ease is the norm and therefore tension is much harder to create in a game. Even if the system is graceful and the player always knows how to handle situations that come up, even unexpected situations, they'll still experience fear if there is something at risk. Perhaps intentionally obscure or choppy control schemes add to the tension by making the player feel helpless, but at the end of the day they won't do much to add to the player's feeling of terror if there is nothing for them to lose in failing.
I haven't played AW so I don't know if there's anything at risk regardless of how "communication-friendly" the environment is. But somehow I doubt it. If you played the game through once with the decision to quit if you died, would that ramp up the tension a bit?
|Andrew Heywood
I agree completely with this idea, although I haven't yet played Alan Wake. Silent Hill: Shattered Memories on the Wii suffers from _exactly_ the same problem, despite also being a very worthwhile experience. It's either "Take it easy, have a look around, don't worry!" or "OH NOES EVERYTHING'S DARK RUN AWAY!". And it simply does not work in terms of creating an edge-of-the-seat, 'survival horror' experience.
|Bart Stewart
I wonder if there aren't really two subjects blended together here. There's the question of accessibility versus depth, but there's also the question of how much accessibility is too much.
To the first question, Leigh's overall observation that accessibility versus depth is hard to get right is a good one. There's a real art to designing games to be deep enough that players are continuously interested in "what happens next?" while being accessible enough not to frustrate the majority of likely players. If anything, I'd enjoy seeing this question explored using more games than just the console-exclusive Alan Wake.
I agree that it's a proper goal to seek designs that achieve both accessibility and depth. But what I think I'm actually seeing these days is developers giving up on depth to achieve accessibility. Creating systems that players can enjoy exploring doesn't seem to get anything like the same amount of interest and attention as obsessively polishing game mechanics. Every new game seems more obviously focused on leveraging the game's "hook," whether that's rewinding time, shooting off enemy limbs, or using light to make enemies vulnerable.
Still, let's grant that developers are getting better at accessibility, making it easier and easier for players not to miss anything even if that means imposing highly game-y effects like glowing runes or a magic "see character outlines through walls" ability. If so, then where's a similar trend toward improved depth in games?
Hasn't accessibility vs. depth been decided lopsidedly in favor of accessibility over the past decade? Was that inevitable? Is it optimal?
To the second question of whether games can be too accessible, most developers would, I suspect, nod sagely and agree that "polish" is a Good Thing. This kind of accessibility is desirable; making all the mechanics of a game simple and consistent helps to reduce frustration and can give that game's play experience a distinctive feel.
But at what point does polish become slickness, which is perhaps what Leigh is suggesting happened to Alan Wake?
How simple and consistent can you make a game's mechanics before they become bland?
|Nick Breckon
Like Andrew, I haven't played Wake, but I agree with this theory in principle. The scariest game I played as a kid was Ocean's Jurassic Park for the SNES -- not exactly the pinnacle of friendly design.
The original Silent Hill is the king of this. I had no goddamn idea what was going on in that game. All it gave me was a vague idea of what to do, and a freaky sound that played whenever I was moving in the direction of creepy polygonal mutants. I still remember my first encounter with a ghost in the elementary school. Nothing up to that point had hinted at or prepared me for that ghost, so I assumed touching it would teleport me into the second level of hell. Those things chased my ass in circles around that goddamn school. I was terrified of them.
Years later, during a second playthrough, I found out they were entirely harmless.
|eric fukui
From the bits and pieces I gathered over its extended development, I never thought that Alan Wake was supposed to be a survival horror game at all, and to be honest, people calling it that made me cautious about buying it. Spooky, atmospheric action adventure type stuff I am all for, but I've never been able to handle those jumpy edge of your seat type game designs. They just quickly become exhausting for me, and I have to put them down.
To your point on the predictability of Wake's pulp novel trappings, if it's anything like what Max Payne did for Noir film, I think that's a great thing. The gritty, flawed, slightly schizophrenic detective is surely a well worn angle, but their presentation of it was so spot on (especially for the time!) that I didn't care in the least. The feeling of interacting with such an iconic historical film archetype was such a joy that it didn't matter if it was corny or predictable to me. I'm hoping Alan Wake does the same for trashy thriller novels.
So does this make me part of the demographic that Remedy is trying to broadly appeal to? Maybe. Or maybe I just don't really like survival horror.
|Daryoush Nekooi
I have to say that even though I haven't played Alan wake, I can understand what your communicating.
My main problem with this article is the final paragraph, "...games haven't gotten horror quite down yet...". Personally I think "Dead Space" of this generation was almost perfect in every way. Its claustrophobic environments, the story line and of coarse the enemies all came together in a way that I think most horror films "can't get right". I'm not a big fan of horror in general, but if you look at the shear number of horror films made, then I think its only right that a good one every now and again appears. I think as the games industry try more games like Alan wake (without the ridiculous timescale) the more "Dead Space" and "Resident Evil" (the first one for ps1) we will see!
I think we need to give more credit where it is due and stop comparing games to an entertainment market that has so much more experience than ours! Yes we are the fastest accelerating entertainment medium...but at the same time we are still learning and trying to progress. Personally I can't see 10 years of development in Alan Wake (from what I've seen), but let's not crumble a games genre because of it!
|Jonathan Jou
A few questions:
1. What difficulty did you play the game through on? I was almost sure of imminent death the instant I saw more than 4 shadows in the distance, especially if one of them had a pickaxe. On normal difficulty, several portions of the game generated so many enemies that I was reduced to running and throwing my flashlight back in hopes of stunning them. I consider that frightening.
2. Did you kill everyone, every time? I wound up using up all 42 revolver shots even without missing on a few occasions and being left with little option but to run for it. There are a few moments which can't exist if you can kill them off, so I suspect the hardest difficulty, Nightmare mode, packs more tension than either of the two difficulties available at the outset. I'm not sure if this was scripted or real, but when I was trying to start a generator for one of the "safe zones" on my last try a Taken shot out of nowhere from behind me and I thought I was good as dead until the light came on, just in time. That memory remains vivid, the way the camera slowed down right before he was about to take a swing at me, and the little rotor onscreen showing that I may or may not have actually started the light... I'd say it was a pretty tense moment, and I can see how *any* of the lights you have to start could play out that way: run out of ammo, run out of flares and flashbangs, run for your life, try to start the engine or face doom... "The light is Safe" is only as true as the amount of confidence you have that you won't get cut down before you can see any.
I suspect that the game gets more emotionally engaging as the chance of failure increases, so if you felt like the game never really challenged you, perhaps you should try it on a mode where one chainsaw, three axemen, and two of the speedy fellows can not only show up all at once, but also run down any ammo supply you have ready. I haven't even tried Nightmare mode yet, but I bet I'll be afraid for my life the moment I step out of the light.
|Aaron Truehitt
I think DeadSpace nailed it the most. In Deadspace, I was afraid of what lurked around each corner. Alan Wake, so far (4th Episode), has not been scary at all. There were a few jumps, however that was from cheap scares (such as a loud shriek on surround sound). Personally, I think the game healed you to much. Also, I've felt that my accomplishments were taken away to much. About 4 times it felt like, weapons were taken away from me repeatedly. That ticked me off, so I said to myself, that I'm not going to waste time trying to find secrets for ammo. There wasn't any point especially if I didn't know if the next scene would take away what I worked for or not.
|Ismael Escandon
I had a similar problem with Alan Wake as I did for Silent Hill : Homecoming and how could I forget Dead Space. ( Or any of the RE's)
The issue that I have with both of these games is the main character - It might be odd but, some of these horror games that have a strong main character make me feel like a bad ass when I'm playing thus I never get the feeling of desperation or horror.( Even though I played these games on hardest settings)
I may be different that I don't fear whats around the corner nor the unknown I embrace it.
But I have played games that have game me a scare or goosebumps at least some of them which have almost close to no combat at all. ( Eternal Darkness / some of the Silent Hill series mainly the first couple of ones/ Clock Tower/Fatal Frame).
Maybe I was just to good for the AI in these games. ( Not saying I never died but dying or being close to death in the game never got me scared or thinking ( CRAP I DON'T WANT TO DIE AHHH) I just thought to myself how can I over come this next play through) I think I would've been scared if I had died and the game ended completely and I'd have to start over from the start. ( Now that I thought about it I never even felt frustrated with the game. The whole time I was thinking ( You mutha fucka's funna die yeah :D!!!!) <--- Literally my face as I killed these shadow dudes.
:D Thanks for the awesome read.
|Kevin Patterson
What really defines "Scary"? What is scary to you might not be scary to me.
Alan Wake isn't really "Scary" to me, but its filled with Tension and has a truly creepy atmosphere.
It's obvious to me that Remedy tried very hard to make the atmosphere in this game palpable.
The only other series that made me feel the same way was the Silent hill games.
The first time I played it, it was on a projector, with a great sound system, in a darkened basement.
That environment is really how a game like this should be played. The creepy factor was substantially higher.
My girlfriend is not a gamer, and has watched me play all types and genres of games.
What I have found interesting is she has stated that Alan Wake is the best game she has ever seen.
I tend to love the epic story line games, and she has seen many of them.
She hardly makes a comment about the games I play, or shows much interest in watching me play, but Alan Wake continues to impress her. So much so that she wants to be in the room while I'm playing the game. I feel that says much about Remedy's efforts to mimic a TV show's feel.
|Stephen Chin
Having played through the game on Hard (ignoring Normal all together), I'm going to say that I agree... with everyone. As with Leigh, AW is not the scariest game I've ever played. However, it's also a game that doesn't attempt to use scary moments. To me, Alan Wake is not about the slasher horror style of thriller but the Stephen King psychological style of horror. In the former, it's big grotesque monsters. In the latter, it's about playing with what could happen and challenging the player to question (at least at first).
As well, Alan Wake also 'got better' for me once I realized one very important thing. Alan isn't superhuman. At all. Unlike every other protagonist in a thriller, there is no implied or explicit sign that Alan isn't anything other than a guy with a gun. He has no combat training, no body armor, nothing. He's not suppose to take down every single monster - he's as often just suppose to run. I think Remedy was trying to give the player a sense of weakness in this way. From the limited amount of shots you can carry to the length of time your flashlight lasts and so forth.
Now to be fair, I still wasn't scared by the game and, to quote one review, there really aren't any grand set pieces as in other AAA titles of the moment. I think that's intentional though; The Shining doesn't really have any big set pieces either on the standards of any current horror movie. However, it does have -memorable- moments and its the journey of both viewer and character figuring out what the details are that create a sense of unease.
I think too that, like with BioShock, a lot of the 'smarts' of the game comes from the easily missed side bits (radio, tv, manuscripts hidden). Those question the game itself and what's going on and offer alternative explanations beyond the opinion of Alan or the antagonists.
Basically, I don't think Alan's trying for the "HOLY CRAP! A SIX-ARMED MAN WITH AN EYE FOR A CHEST JUST JUMPED OUT AT ME!" horror or even trying to obfuscate things by making it difficult to figure out where you need to go. Rather, it attempts to make you ask "What am I going to find next?" and "Do I want to risk going off the regular path to get something?" As Jonathon suggests, it's trying to rely less on set pieces and more on player created moments.
|Stephen Chin
It may be worth while to look at the TV Tropes entry for the game after having played through it. Some of the spoilers there highlight certain things that can be easily missed while playing.
|Rashidbek Sadriddinov
I totally agree with Kylie Prymus that real tension requires the player to feel that they are at risk of losing game. In 1998, me and my brother were playing Resident Evil 2 on the PSX without memory card (we just didn't have it:)). Everyday, playing the game from midnight till the morning and when we had reached new "undiscovered", "silent" places we were starting trembling and passing to each other controller to continue the game because we were really scared... Losing the game cost us another unsleeping tough night.
|Tony Dormanesh
I agree with what many people say here, the risk of dieing/losing.
Some of the "scariest" video game moments for me are when I'm running away from something I know is deadly and might catch me before I get where I need to go.
I think you can be completely scared by something even if you know exactly what it is and where you need to go. I haven't played much AW yet, but I can imagine scenarios where you can see the light off in the distance, know you have to get there, but scary stuff is gonna happen along the way.
L4D isn't "survival horror", but does some scary stuff the best.. and sometimes on accident (accidentally by design). And this is the game that you replay the same levels over and over, so most likely everyone playing knows the map and knows the dangers. The "Ninja tank" is one of the best.. he will quietly spawn instead of the normal yelling and pounding he does. The survivors will be trucking along, turn a corner and there's a tank 5 feet in front of them. He doesn't jump out or scream or anything.. But everyone playing screams and panics. It's genuine, it is a surprise and it's awesome.
|John Giordano
When watching horror movies, one usually hears "No! No! Don't go in there! Run away!" The funnest part of a scary movie is realizing you have no control over the main characters.
This goes directly against a horror video game where you DO have control of the main character. If you say those same words while playing a game, it is considered bad gameplay. The audience in the cinema feels dread and horror, while the audience in front of the X-box feels cheated and frustrated.
|Dana Laratta
Some replies:
Alan does not strike me as a "Superman" character, so efficient and confident the player loses all fear in controlling him. The patches on that tweed jacket are enough to dissuade me of that notion! The frantic nature of the animation of his dodge move (so much more random and fluid than the one in SH:Homecoming), combined with the "close call" time dilation also help.
Dino Crisis had its moments, but the lead characters were supposed bad-asses in that. They mucked it all up in a sequel where you down multiple dinos with impunity. I barely got anywhere with the awfulness of #3. Be forewarned.
I can see Leigh's point. Silent Hill 2 still reigns supreme in "Scary Videogameland" because it broke its own rules. Areas that suddenly went off the outer edge of the map. Sudden, unexpected encounters with pyramid head on a rooftop or in a dark tunnel. These are good elements to make terror-fear.
Alan Wake is just doing it differently. I recently beat Chapter 2, the meeting at Lover's Peak, and (mild spoiler), despite myself, surrounded in the atmosphere, I walked past the trash cans and jumped like hell when the old "sudden cat jump" trick was played on me. I was as surprised as anyone it worked. It's a testament to the atmosphere, and to the quality of fear at play in the game that is the result of suspense, more than sudden terror.
The Fatal Frame series did this well too. Yet it went for terror in the end, the sudden jump, and its fearful atmosphere was ever-present--almost oppressive. I appreciate the pacing in Alan Wake, so far. I still have a way to go.
Anyone's thoughts on Heavy Rain's handling of fear? It was there, particularly if you played the Taxidermist DLC.
|Tim Haywood
A subject which is close to my dark soul, if the horrible things are going to be put onto a character then the player must need to care about the character, if the horrible things are aimed for at the player themselves then we have a more compelling experience. My take is to aim as much unnerving tension at the player, so audio is vital to the experience, you can put all sorts of disturbing work into the underscore of the soundtrack and aim it directly at upsetting the player, as they go about the game. Shadow Man did exactly that, in that though the ambient music was themed to the areas of the game it was also themed to upset the player as much possible (when required).
In Shadow Man, the main character was an Undead Voodoo demigod who was almost immortal, and very powerful. He could be defeated but never actually die. So the fear factor wasn't going to come from aiming nasty things at the main character. So everything was aimed at provoking imagination within the player. Showing the after events of extreme violence, rather than showing the violence or taking part in it, this allowed the player to make up their own minds what had been going on.
The ambient score played on this by adding the echoes of what may have happened in the past. We also used tape recordings of torture victims in certain areas, again to enforce the feeling that something bad had happened, but not always showing exactly what.
As the writer of the article says, the "game designers" did too much hand holding, a common problem in modern video games, because publishers feel the need to lead the player by the hand, they feel this need because they are not gamers and do not yet fully understand gamers. I'm not talking about the DEVS here, as they do know how to make games, but so often executive producers who DO NOT play games come along and have a go, and are totally rubbish at is so they want it to be easier because their experience in gaming is weak.
This doesn't happen in all cases, but it happens a lot (I see it in a lot of the games I have made). Again with Shadow Man, we didn't do this, we made the game (flawed as it was), the way we wanted it to play, and if we had made linear routes, and led by the hand game play, all the work aimed at upsetting the player would of been lost.
If you want to experience what I mean, get the PC version from some bargain bucket, stick it on max resolution and give it a go - but remember the GFX are now 12 years old and have dated somewhat - but the story and atmosphere - and the fear factor are still there to be learned from and understood.
|Benjamin Marchand
Just finished this wonderful game.
I never sensed any kind of "horror" artistic direction. No blood, no gore, no sudden jack-in-the-box-effect popping at you.
This game is not intended to be horror, it's clearly intended to be a psychological thriller.
There was no fear factor at all as well, and that was not intended too, which is easy to understand after a few scenes.
It's all about the ambience ... And it's brilliant.
Do not take this game like any other game, where you want to put it in a little genre box and say "oh, this one is horror-psycho-dramatical TPS !".
If you try to understand Remedy's work (Max Payne, for instance), it's easy to see how they wanted to turn that game into what they know how to do best : a giant mind trip.
And I can't see where it fails at it.
5 stars of 5, brilliant game in every point.
|Mark Raymond
Resi 1-3 and Dino Crisis were very much survival-horror games, and they were also tense, frustrating, unforgiving experiences, as well. While traversing the environments in any of those games, you always felt at risk, in danger because you had a limited number of saves and save points, because the controls were awkward, because ammo was in limited supply, because your avatar could die from a few hits, etc.
I'm only really reiterating what Kylie Prymus is saying, and I think she's right. If there is no sense of loss when losing, then what's there to be afraid of? I'm all for accessibility in games, but in this particular genre you really do need to think differently in terms of penalties and informing the player about the rules of the game world. Any good horror-film director knows that what is left unseen and unexplained, the unknown, is far more dangerous than what is made manifest.
Could this be an argument for re-introducing frustrating, unfair, unpredictable elements in games?
Also, I suppose it is worth saying that I've played Alan Wake through and was bored on several occassions, and it was not scary in the slightest. I'm going to have to disagree with Jacob Pederson on the wide, open, non-combat sections of the game, as I thought they were the worst. It's an extremely reptitive game lacking in ideas, and I don't say this with any malice in my heart. I loved (like, really loved) Max Payne 1 and 2, but this just left me flat.
|Bart Stewart
" Any good horror-film director knows that what is left unseen and unexplained, the unknown, is far more dangerous than what is made manifest."
Just as another perspective, one of the most fascinating interviews of Alfred Hitchcock I ever saw was the one in which he talked about his approach to scaring people.
To paraphrase him: "Having a sudden dramatic event is not scary. If a bomb goes off without warning, it's just a cheap scare because you haven't built up any suspense. My approach is to show the audience the bomb -- look, there it is, under the hero's chair. Show the clock ticking... and the longer you keep it ticking, the greater the tension that builds for the audience, and the more powerful the effect when you resolve that tension."
Perhaps which of these approaches you take depends on the kind of scare you're trying to create.
|Ismael Escandon
@Dana - What I'm talking about is the combat... I think that game designers should take inconsideration a real person who has no combat training the reason I felt a like a bad ass in Homecoming is because I knew Alex was in the Army and because of this I felt like I could just break in half all the monsters that pop out and I did I never once died in that game even on the hardest settings it was just to easy - actually I lie I did die once vs Asphyxia she was one boss I couldn't figure out from the start and the other reason was because I had ran out of bullets which I only use on boss fights.
In Alan Wake - He doesn't strike me as super human either but his combat is strong and thus I feel like I can take on any challenge and succeed and that was the case.
I guess what I'm trying to say is that I wish some games would make you feel more human in that aspect and not give you these awesome strong main characters we are very fragile and I think we should be represented as such in Survival Horror games.
I guess I'm asking for a super hard survival horror game where monsters are completely ELITE and your a puny human that has enough skills to get by and survive make it so hard that people hate the game thats the kind of game I want - a game that if you lose your done its over start all over buddy/ also to not make it as boring give it a random spawn of dudes so every play through is different and no I'm not talking about L4D because their is a coloration between spawns and any good L4D player knows "Oh here comes the tank soon" ----1 min later " Tank Music" I guess I'm asking for too much :D I've played almost every "Horror/surival Horror" game that I can think off. I have yet to find one that I can truly say man : ------ Game was so hard and scary I want to replay it but man I'm just to scared to do that.
|Mark Raymond
That's a good point, Bart, and another effective way of going about things. I've really got to see more of Hitchcock's work.
|Stephen Chin
To borrow a thought from Bart from another thread, should we even be making the assumption that Alan Wake is a survival horror game to begin with?
It has scary elements but I think for the most part, we all agree it's not an overly scary-a-minute-thrill ride. Certainly on that level, it fails. However, how does the game stand if we ignore that? If we treat it on the basis of what it does rather than what it does not do. Comparing the sort of gameplay (based on actual gameplay experience) of RE versus Alan Wake and they play significantly differently. To me, it would be like comparing Unreal Tournament and Swat 4. They share conventions but they're kind of two different flavors.
@Ismael It's a valid request. However, the nature of video games may may make that more difficult. By extension of progression, succeeding, and acting upon the world, a video game protagonist can not generally be 'weak' and failure prone. Outside of gameplay mechanics are evasion and avoidance are the dominant strategy and you simply -can't- beat opponents (Mirror's Edge with an inability to go toe to toe with others), it's extremely difficult to make a character feel helpless without being contrived (the battle you have to win only to see a cutscene that shows you losing anyway for instance). Especially a a player progresses and has overcome all these obstacles, we know based on them (and our own ability) that they are capable. And on a meta level, we know that there is a way to succeed by nature of this being a modern video game.
|Luis Guimaraes
I still didn't play Alan Wake and will buy it for sure next week...
But all this talk made me so inspired (and deeply confident) to continue work on my stand-by SH prototype.
|Jonathon Myers
No offense meant here, but why do Leigh and so many others think this game is supposed to be horror and immediately compare it to those games? The THEME is horror/fear and that theme is developed throughout the story with uncertainties and questions about Alan, his world and his mind. The genre is thriller. The combination of sub-genres is psychological thriller and action thriller. This is why they put Psychological Action Thriller on the box. If you miss that then you miss, well, pretty much EVERYTHING about the experience of the game. Most of what Leigh mentions as harmful (failures to be scary) are actually artfully well-conceived techniques used for a different purpose and to give a different experience altogether. There is a huge difference between being thrust into a full-fledged experience of terror/fear, which other games primarily attempt, and providing the experience of understanding/confronting/thinking of fear and what it means to come to grips with the dark side of the human psyche. Jason Rohrer's Passage doesn't try to make you experience "death," it makes you feel a subjective sense of loss (or something similar) as you contemplate death and your passage through a limited life into the uncertain grave. And of course some people play Passage and say "I don't get it. I couldn't do anything significant. I just kept walking."
Do people really want to throw away the wonderful experience of Alan Wake's thematic development (and the gameplay that makes it possible) in exchange for less human meaning while being frivolously chased by super-scary monsters? I really hope not.
I played through the entire game during the first week of release. I didn't find it all that scary, but definitely creepy via atmosphere/mood. I held my breath at moments when overwhelmed or startled or close to Alan dying in a fight. My girlfriend, who sat next to me for every minute of the 10 hours of game, was scared out of her mind about half the time. She's a theatre artist who is usually bored with watching me play games. She LOVED watching me play Alan Wake. But here's the thing: she HATES horror movies and does not like being scared. So why did she keep watching? She needed to know what was going to happen next. She cared about what would happen next. It kept her on the edge of the seat.
In the end, who cares if it scares some people or all people or no people. That's not the point...
Remedy did something very very right with this game.
|Dana Laratta
@Ismael I hear what you're saying. I don't think I've really seen the "totally human, fallible protagonist" used in survival horror since the original Silent Hill, in w way that affected the mechanics. Harry Mason wobbled when he aimed, bullets missed all the time. I think it's just something that ended up irritating players I think, especially with limited ammo. From what you've asked for, you should try Demon's Souls. Not survival horror in design, but it seems to me your request is pushing you more to the survival end than the horror end.
@Andre Hey I can dig that #2 had a different vision than Dino Crisis 1. I just didn't like it as much because, as the original Dino Crisis poster, the first one hit me with some real fear moments, while the sequel never did. Yeah and #3 I haven't got anywhere with. It's got Unintelligle Camera Angle Change Syndrome, so I don't even know what content is contained therein--I gave up in frustration pretty early on. I presume cyborg dinosaurs didn't bring back the old DC1 magic.
|Dana Laratta
Okay I finished the game yesterday. I will have to admit that the fear factor definitely faded in the final three chapters, and it was essentially suspense about the resolution of the narrative that provided thrills as the game concluded. I will still have to disagree that the refinement of the gameplay experience is responsible for deflation of the fear factor. Instead I will fault two factors:
Repitition: The threats you see in the first two chapters will essentially be the threats you will see throughout the game. No additional variations of darkness-possessed malevolent entities will make a debut. This is a bit baffling since, although I can understand that there are only so many varieties of burly woodsman and workers to use, the game does utilize possessed animals in the form of the birds. Why stop there? Condemned 2, for all its faults, managed to rustle up an interesting scare in the form of a feral bear before settling into its "audio madness" plot degradation. For all the hoopla about deerfest, I never saw a single deer--or bear, or squirrel, or any other woodland creature, for that matter. Mixing some of those in would have provided some variety from the "flood of taken" crescendo encounters that got both old and predictable.
Contextual Music: Game music has come a long way, and seemlessly blending a swell in suspenseful music for suspenseful moments in gameplay has done a lot to make games reach new heights in capturing the same synergy between sound and action that movies often convey. And yet having the suspenseful music fade away when you've dispatched the last in a string of taken becomes a crutch for the player--a sign you can relax and stride forward confidently without fear. Sure, there are times when a Taken leaps from around a corner suddenly and you are surprised into action. But the cue to relax, that aforementioned crutch, is never kicked out from under you. If the final chapters had included moments when the suspenseful music cue never faded, and the presence of nearby Taken could be left unheralded, higher plateaus of tension could have been achieved. I have seen other "scary" games fall prey to thsi effects. It's something that needs to be reexamined in development.
Overall, a great game, very much a love letter to the traditional Stephen King narrative. Worth pointing out that the main gameplay mechanic, light is a weapon, is not new, but refined from its first appearance in Obscure. Looking for collectibles is a little at odds with "run towards the light." This and the environments, and especially the driving level near the end, betray some of the open-world nature of the original design. I wish I could have played that a bit, but the narrative structure plays much better to the final, linear layout of the game's navigation. Someone revive Dead Rush to satisfay my open-world survival horror curiosity, okay?
I enjoyed it quite a bit. Like Stephen King's later works, fear ended up not being the point of the story. Looking forward to the DLC to fill in some questions left after the ending.
|Douglas Scheinberg
Breath of Fire: Dragon Quarter is technically an RPG, not survival horror, but it's mechanics are surprisingly effective at creating the same kind of tension. Your character is slowly turning into a dragon, and how far the transformation has progressed is represented by a "D-Meter" that starts at 0%. When it hits 100%, the transformation is complete, and you die. As you play the game, you will watch it go up, bringing you ever closer to your doom. Basically everything you do in the game will cause the meter to rise. Even walking around causes the meter to slowly creep upward. During battle, your character can use dragon-based powers to totally destroy even the strongest enemies, but using them makes your D-Meter rise like crazy. And you will be tempted to use them, because the enemies are a serious threat and standard RPG grinding is not an option.
The scariest thing about the D-Meter, though, is very simple. It never goes down. There are no items that lower it. There are no in-game events that lower it. Once it goes up, it stays up, and if you let it get too high, well, there's only one thing to do, and that's hit the "Give Up" button and start over.
(Fortunately, the game is really nice about the whole "start over" thing. It's a lot more like New Game Plus than Game Over. You can keep your stuff, you can go back to the last checkpoint instead of the very beginning, and you even get extra cutscenes the second time around! The game also gives you a rough idea of how close you are to your ultimate goal, which helps make an informed decision on how to ration your dragon power.)
|Andrew Horner
This article seems to come so close to the truth of the matter then veers away at the last second. The biggest problem I identified with Alan Wake was this: why is there any "combat" in the first place? For a game that apparently wants to borrow so heavily from the works of Stephen King, it sure doesn't seem like it bothered paying attention to any of the horror novels he has written. The most deeply chilling evils in his novels are those you cannot fight; there are ancient faceless horrors that torment your sanity in an attempt to break you, sure, but more importantly, every character has their internal demons to struggle with.
What I'm getting at is: I can't recall a single Stephen King novel where the protagonist's survival could be attributed to his ability to shoot monsters with a gun. Most characters that stick around to fire off rounds into the darkness end up dead, for that matter. The combat in Alan Wake isn't "bad", but it doesn't do any favors to the style of atmosphere that the game seemed to be interested in creating when I started playing. There's nothing even a little bit frightening about running into people who are possessed by a dark force, when you know that you can dispatch them by shining a light at them and then firing a revolver three times.
The game even seems to realize this abut itself; later in the game it opts to swarm you with enemies rather than perhaps challenge you with a fight involving something other than "shine+shoot". And fine, whatever, the developers were really keen on the light/dark themes in the game, so it makes sense that they want to keep their combat around. Sure, the combat can be fun (and I enjoyed Alan Wake on the whole) but that's hardly the point I'm trying to make.
What I am trying to say (via a fairly rambly, indirect path) is that the focus of the game's mechanics on combat effectively neuters any chance it might have had at being a truly mature, thought-provoking thriller, and turns it into something much more like Resident Evil 4, an action game with horror elements. The problem with this, of course, is that RE4 is much stronger as a member of that genre. Sure, Alan Wake carves out its own niche in the market with its cinematic moments and sleek episodic style, but everybody I've talked with seemed let down that the niche it establishes for itself isn't the one it seemed to be aiming for with a Stephen King quote as its opening line.
My other primary gripe really is a design flaw (rather than a mere clash of interests), and it's something Dana pointed out above: there are a ton of collectibles scattered throughout the game, and fetching them really destroys any sense of urgency that the game's atmosphere might have wanted to generate. Personally, I'm not all that interested in finding a hundred coffee thermoses and over a hundred manuscript pages, especially if it means I have to scour every corner of this forest that I was supposed to be terrified of. The developers really dropped the ball when they shoe-horned these overarching fetch-quests into the game. I had much more fun playing when I stopped bothering to hunt items down.
|Ismael Escandon
@Dana Demon Souls I bought that game on release I played it for about 2 months and then got tired of it the Issue was that the game itself never really represented a challenge to me.
Again the problem resided in the fact that I feel "Bad ass" in some of these games that I end up just beating the hell out of them, I will admitt on the first level the knight that's all the way in the back he has armor a spear and a shield he frustrated me to no end. lol When I first started the game I wanted to beat him but he was obviously to powerfull for a new character like mine there was even warnings saying new players should wait till later - I kept trying to figure out how to kill the bastard till I did. After that the only thing that gave me trouble was the King in that area.
I need a new game that I haven't played to make me feel weak to make me feel in despair to make me scream. I hope its out there :)
|[User Banned]
This user violated Gamasutras Comment Guidelines and has been banned.


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I finally achieved my 'holy grail' quest for 40 mpg on a road trip in my SL2 this summer.
Hey there sluggopyle, have a great Labor Day and week ahead.
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We have several mutual GB's, lets be buddies, WAY TO GO 1 million....AL
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If I didn't make it by here to let you know, I'm sorry that I wasn't able to do it. But I was trying to tell as many as possible that prices were going back up. We're up by 32 cents a gallon at quite a few stations now since last Sunday. The 2nd round of increases started yesterday as I had expected, still ongoing today. The 3rd is coming up, here and most everywhere.
Hey there sluggo! How ya doing? I'm gonna have to go through more of your pictures here sometime soon. Did you hear what happened to the Finns at the Olympics? Just horrible! Almost made me cry! Oh, Man, I feel so sorry for the Finns now that I know what went on at the Olympics that they didn't show: http://www.youtube.com/watch?v=_mKVJeA-wTw You'll see what I mean on that! LOL! Even though it's in Dutch/Nederlander, you'll see what happened and understand! Oh, if we're lucky, we'll see prices start to turn down a bit within the next 12 days to five weeks. As usual, it won't go down enough. Have a great day and week ahead.


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John B. Owens II was appointed Chief Information Officer (CIO) for the agency in December 2008. Since joining the USPTO in February 2008, Mr. Owens served as the director of the USPTO's System Development and Maintenance Group under the CIO, and served as Acting CIO since October 2008.
As CIO, Mr. Owens is the principal advisor to the USPTO on the architectural design and acquisition of supporting automated information systems and the underlying information technology infrastructure. He has led the recent initiatives at the USPTO to develop a roadmap to improve the USPTO's information systems infrastructure.
Mr. Owens has more than 16 years experience in the IT field including serving as technical director at AOL LLC from 1995 to 2008. Prior to joining AOL, John was a senior software engineer for e-Systems Melpar Division, GE Consulting for GE Aerospace, and Keane Inc. for Martin Marietta. Originally from Rome, N.Y., John now lives in Virginia with his wife and children. He holds a Bachelor of Science in computer science from Clarkson University and Master of Business Administration in Technology Innovation Management from the University of Phoenix.


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The royal family of Monaco continues to speak out against a new biopic that stars Nicole Kidman as the principality's…› More
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Years after walking away from her past as a teenage private eye, Veronica Mars gets pulled back to her hometown - just in time…› More
'Gravity' and 'American Hustle' are among the nine films that will compete for Best Picture at the Academy Awards on March 2. …› More
As the world of film sinks ever deeper into a churning sea of commercialism, it's nice to know there are still a few…› More
Thousands of One Direction fans flocked to London's Leicester Square Tuesday for the premiere of their movie 'This is Us.' Besides…› More
These guys never shy away from bad puns, or getting in the last word! Join WatchMojo as we count down the top 10 hilarious action…› More
CBC aired its made-for-TV biopic about former NDP leader Jack Layton on Sunday night, called Jack. But upon returning from…› More
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Research News
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Bisphosphonates Seem to Reduce Risk
A new study found a strong association between taking oral bisphosphonates and a lower risk of breast cancer.
Soy Foods Seem OK for Women Who've Been Diagnosed
A new study found that Chinese women diagnosed with breast cancer who ate a diet rich in soy foods had a lower risk of dying of breast cancer and a lower risk of breast cancer coming back compared to women diagnosed with breast cancer who didn't eat a lot of soy.
Tween Girls Have Breast Cancer Fears and Misunderstand Risk
A study done by Dr. Marisa Weiss, president and founder of Breastcancer.org, found that teen and pre-teen ("tween") girls have breast cancer fears and misunderstand the risk of breast cancer for themselves and their mothers.
Regular, Vigorous Exercise Reduces Risk for Postmenopausal Women
A new study suggests that regular moderate- to high-intensity exercise, but not lower-intensity exercise, is associated with a reduced risk of breast cancer in post-menopausal women.
Urban Women With Higher Incomes Have Larger Drops in Breast Cancer Rates
Women with higher incomes and women who live in urban areas have had larger drops in breast cancer rates since 2002 compared to women with lower incomes who live in suburban or rural areas.
Women Often Take Antioxidants During Breast Cancer Treatment
Many women being treated for breast cancer are taking at least one antioxidant supplement, often at levels much higher than recommended in a healthy diet.
Oncologists Don't Give Patients Enough Information About Fertility
A new survey has found that doctors don't give patients enough information about fertility problems that may happen because of cancer treatments. Most doctors also don't refer cancer patients to fertility specialists for counseling before treatment starts.
More Australian Women Using Unapproved HRT Alternatives
A new study shows that while overall use of HRT dropped dramatically among Australian women over 50, women who are using HRT are increasingly using unapproved, alternative forms of HRT.
Soy Supplements Don't Affect Breast Density
New research shows that postmenopausal women who took large amounts of isoflavone supplements (a compound in soy) had no change in breast density, which suggests that a diet rich in soy doesn't affect breast cancer risk.
Cancer Survivors More Likely to Be Unemployed
Cancer survivors are more likely to be unemployed than people not treated for cancer and researchers think that this may be because of physical limitations related to cancer treatment.


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Schools should participate because the Parent Academy offers:
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On Wednesday, Dec. 10, 2014, Children's National Health Network (CNHN) will host the 17th CNHN Pediatric Practice Management Seminar, "The Business of Pediatrics: The Enhanced Medical Home " at the Marriott North Bethesda Conference Center.
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When the most finely trained military/intelligence team in America finally killed Osama bin Laden, MSNBC's Norah O'Donnell sent an embarrassingly misspelled tweet that informed the world, "Obama shot and killed." However, MSNBC inadvertently allowed some truth to slip through its reporting of the assassination. The left-wing network quoted "a senior official in the Obama administration" admitting the chain of events that culminated with Osama bobbing on the waves of the North Arabian Sea began under President George W. Bush, came about because of interrogation techniques Barack Obama opposed, at a facility (Guantanamo Bay) he continually threatens to close, and would likely have never occurred if Obama had enacted policies he continued to advance even while announcing Osama's death.
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During a briefing about how agents finally found the world's most wanted man, MSNBC reveals the official said:
After the terror attacks of Sept. 11, 2001, "detainees gave us information on couriers. One courier in particular had our constant attention. Detainees gave us his nom de guerre, his pseudonym, and also identified this man as one of the few couriers trusted by bin Laden."
In 2007, the U.S. learned the man's name.
Two years later, they tracked this courier down to a compound in Abbottabad, Pakistan, valued at $1 million – a cavernous, windowless structure that is eight times larger than other structures in the area, surrounded by a 15-feet-high security walls – which he shared with another courier, Osama bin Laden, and the terror mastermind's youngest wife.
Al-Jazeera reported, "US spies have been monitoring many of those couriers for years, the CIA said on Sunday."
The Washington Post quotes "senior U.S. officials who detailed the operation under the condition of anonymity," one of whom told them intelligence agents had "been working this target for years, years, years. They finally found the guy who led to the guy who led to the guy who led to the guy, and this is it."
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Insiders told Fox News the courier's pseudonym was disclosed by Khalid Sheikh Mohammed (KSM), who was the subject of "extreme interrogation methods" at Guantanamo Bay. It was confirmed by Abu Farraj al-Libbi, another Gitmo detainee.
After learning the real name of this trusted al-Qaeda insider and finding his hideout, intelligence agents verified that it housed bin Laden himself. Obama deserves credit for withholding the military's plans from any foreign nation, including Pakistan, which has been at best ambivalent and at worse treacherous in its dealings with the United States.
Not content with his due of being the beneficiary of years of anti-terror investigations, Obama claimed much more credit, and the media are happily obliging.
In his speech Sunday night Obama claimed with a straight face, "shortly after taking office, I directed Leon Panetta, the director of the CIA, to make the killing or capture of bin Laden the top priority of our war against al Qaeda." It wasn't before? Come on, Barry.
He made sure to say the operation went forward "at my direction."
He closed with what sounded like steel-spined resolve:
The American people did not choose this fight. It came to our shores, and started with the senseless slaughter of our citizens. After nearly 10 years of service, struggle, and sacrifice…Americans understand the costs of war. Yet as a country, we will never tolerate our security being threatened, nor stand idly by when our people have been killed. We will be relentless in defense of our citizens and our friends and allies. We will be true to the values that make us who we are.
Only Obama could use such tough-sounding rhetoric to mask surrender and self-castration.


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Data Clarity: How Racism is Bad for Our Bodies
posted by Molly
Journalism is just another form of storytelling. You're telling a set of factual truths, hopefully, but data is just data. As a journalist, you get to decide what story to tell. The article from "The Atlantic" above tells a very clear story with some very clear data (I must be on a clarity kick.). Here's the money quote of data:
"The scale and scope of stop-and-frisk practices in communities of color have left many residents feeling that they are living under siege," ... In 2011, there were 685,724 stops. In 70 of 76 precincts, greater than 50 percent of stops targeted blacks and Latinos. In 33 precincts, that number skyrockets to over 90 percent. Perhaps most shockingly, the number of stops of young black men (168,126) actually exceeded the number of young black men in New York City (158,406).
However, supporters of Stop and Frisk argue that it is an effective crime control tool and, if you want to avoid a stop, then do not commit a crime. The problem is that 90 percent of black and Latino men stopped were innocent. What might this mean in terms of heightened vigilance and stress? Not only must black and Latino people in New York anticipate acts of prejudice from the police, but they also must know innocence does not reduce the risk of harassment.


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23rd Oct: It's time for the second TV Tropes Halloween Avatar Contest, theme: cute monsters! Details and voting here.
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Ah, love. There is truth in what people say that first love is one of the most important relationships in a person's life. For better or for worse.For Ritsu Onodera, it turned his somewhat sheltered, naive 15-year-old self into an ornery 25-year-old man when his relationship with his first love went sour. After hearing his co-workers badmouth him after managing to pick up a star writer at his family's publishing company (though he had no intent on using his family connections for such a reason), he quits his job to prove he can make a star out of anyone he works with.However, he ends up working as an editor in the shoujo manga department of his new company, Marukawa Shoten. Having decided that he would quit after two weeks, he goes into his new job with apathy only to find that his new boss, Masamune Takano, is a blunt perfectionist who tells him to leave if he was not going to take things seriously. Goaded by this, Onodera decides to stick around for the purpose of proving him wrong... all the while not realizing that his new boss was actually his first love back in high school.Sekai-ichi Hatsukoi is a Boys Love manga created by Junjou Romantica's Shungiku Nakamura (the novel part is done by Miyako Fujisaki). It has also received an OVA and a series adaptation from Studio DEEN and premiered as part of the Spring 2011 lineup.Like the author's other series, Sekai-ichi Hatsukoi also focuses on several couples. The Case of Ritsu Onodera covers the main couple, Ritsu Onodera and Masamune Takano. The Case of Shouta Kisa covers Shouta Kisa, a co-worker of Onodera who also work under Takano, and Kou Yukina, a sales associate at a bookstore. And lastly, The Case of Chiaki Yoshino features Chiaki Yoshino, one of the Mangaka who works for the Emerald magazine, and Yoshiyuki Hatori, another co-worker of Onodera. Unlike the first two, which are manga and compiled under The Case of Ritsu Onodera tankobon, The Case of Chiaki Yoshino is a light novel spinoff. In October 2011, yet another novel spinoff, The Case of Takafumi Yokozawa, was released.
Sekai-ichi Hatsukoi presents examples of:


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Don Quixote is the book that has had a deeper impact on my life. I have to thank my parents because they took me to see Man of La Mancha when I was five years old. Back then, I didn't know it was a world-famous book, and I actually shuddered when I saw its thickness. I finally read it completely at 14, and still know it like other people know the Bible. You know, 'The Newsroom' is a work of fiction which only aims to entertain, but if there is something I would like my public to take out of the series is an inspiration to read Don Quixote.
Aaron Sorkin, in an interview to Rocío Ayuso of El País.
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Education & Meetings
Heart Rhythm Society education provides premier education courses related to cardiac electrophysiology for both physicians and allied professionals. The Society's certified professional education courses awarding CME/CEU credits are known for their comprehensive content and internationally-recognized faculty members.
EP on Point Webinar Series
The EP on Point webinar series features 20 – 30 minute informative presentations from expert doctors focusing
on a diagnosis or treatment option for a targeted disease state within the electrophysiology and larger cardiology fields.
These presentations are free to members of the Heart Rhythm Society and $29 to non-members and will be released periodically throughout the year.
Available Sessions
- Family Genetic Screening of Patients with Inherited Disorders at Risk of Sudden Cardiac Arrest
- Catheter Ablation Using Epicardial Access
- Optimal ICD Programming to Reduce the Incidence of ICD Shock
- Stoke Prevention in Atrial Fibrillation - Clinical Issues
- Brugada and HCM: Who should we implant?
Upcoming Topics
- Cryoballoon vs. RF Ablation: When to Use Each?
- Home/Remote Monitoring
Bookmark this page and stay informed of newly released content.
Recent News and Updates
2014 – 2015 Research Fellowship Applications
The Heart Rhythm Society has established post-doctoral fellowships in cardiac electrophysiology to encourage research training for individuals interested in basic or clinical research related to heart rhythm issues. Research Fellowships include a one year stipend of $50,000 and complimentary registration to the Heart Rhythm Annual Scientific Sessions. The Heart Rhythm Society is pleased to announce that this fellowship opportunity is now open to international applicants. This year's application must be completed and submitted via our electronic Research Fellowship submission site prior to 5:00 p.m. ET February 17, 2014.
Resources.HRSonline.org' Adds SCA Resources
The Heart Rhythm Society's mobile friendly, interactive portal providing access to HRS provider and patient resources has just added SCA materials. Visit Resources.HRSonline.org to find AFib and SCA resources in one convenient location.


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Kelly Van Gogh Shampoos
Shampoos have progressed dramatically and are now custom-designed to fit the specific needs of any hair type. From natural shampoos to keratin-infusing shampoos, Folica has over 500 options to choose from and thousands of customer reviews to peruse.
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Kelly Van Gogh Colour Protecting Caviar Shampoo gently cleanses while protecting colour's vitality and enhancing shine.
Old Price: $23.00New Price:Out of Stock
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frequently asked questions
Member Accounts
How do I register for a member account?
Setting up a member account is straightforward. First, you will enter your account ID - which will be your email address - and select a password. Then you will fill out a registration form with your contact information, including name, billing address, phone number and optionally a fax and alternate phone number. We do not request or hold any credit card information in your member account.
The information you enter during registration will become your profile, which is used to pre-fill the purchase form fields each time you make a reservation while logged in to your account. With your profile information in place, you will only need to enter passenger information and credit card information to complete your purchase.
Back to FAQ Index | Next FAQ (Member Accounts)


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Goldstar Member's Event Journal
International Gem and Jewelry Show
Sunday April 28, 2013 / 11:00am-5:00pmInternational Gem and Jewelry Show
4 tickets
General Admission
2200 Stemmons Freeway
Dallas, TX 75207
How was your experience?
I was not impressed with options there. It gave me the feel of a flee market. My expectation was a little higher.


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The411: It's confirmed that the 3rd Annual Hardwood Classic will be played on Thursday, December 30th at Hoops. Former U of L and UK players lace up and hit the hardwood to benefit the Crusade for Children.
In the past the Hardwood Classic has welcomed Anthony Epps, Darrell Griffith, Tony Stallings, A.C. Green, Dee Brown, Artis Gilmore, Kenny Walker, Sara Nord, Jeff Sheppard, Andy Treinen, Jamie Martin, Larry O'Bannon Chris Burke, LaBradford Smith, and Keenan Burton just to name a few of the players.
Make sure you "Save the Date" for Thursday, December 30th at Hoops for the 3rd Annual Hardwood Classic.


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Here in Alabama they are legal to carry. I have carried a Boker Kalashnikov auto every day for several years. Fantastic knife. It's worth your money to buy a good one the first time, don't jump on the cheapies.
This is a discussion on Legality of automatic knife? within the Defensive Knives & Other Weapons forums, part of the Defensive Carry Discussions category; Here in Alabama they are legal to carry. I have carried a Boker Kalashnikov auto every day for several years. Fantastic knife. It's worth your ...
Here in Alabama they are legal to carry. I have carried a Boker Kalashnikov auto every day for several years. Fantastic knife. It's worth your money to buy a good one the first time, don't jump on the cheapies.
Last edited by 380ACP; July 1st, 2012 at 04:49 AM.
An intruder will be incapacitated by tear gas or oven spray, but if shot with a .357 Magnum will get angry and kill you.
Lets see if I can add even more confusion - :-)
When stationed in Va. while in the Navy, I could carry and use a switchblade knife as long as the blade was less than 4". I could not legally carry it on my person off base.
The selling and purchase of an "automatic" knife, or the possession thereof, does not appear to be illegal in Virginia. These automatic knives are openly sold at every gun show I have attended in recent memory. There also does not appear to be any prohibition in ordering an automatic knife from any retailer or wholesaler and having it delivered to your house. It does, however, appear to be illegal to carry a switchblade or automatic knife on one's person while in public unless you are a LEO in performance of their duty.
I'm not an attorney, either. But what I have told here is what I have personally experienced and/or observed. Seeking professional legal advice and information is recommended.
Mic - the CCW law in KY now allows for carrying all sorts of fun stuff like switchblades, brass knuckles, nunchaku, and Chinese throwing stars as long as you have your CCWD permit.
AO knives and switchblades are certainly cool but I have a stag handled Browning copy of a Gerber that has a thumbstud and it is much easier to deploy and put away one handed. I tried the AO knives and I am back to my Browning for good.
It's kind of like how some people have a sudden and insatiable desire to talk about vampires after the Twilight series became popular, except zombies are much less gay and more likely to exist one day
Reviving an old thread........
I did a search to find an answer to a question I've had for years, and found some good information here.
I have a Virginia Concealed Handgun Permit and I enjoy collecting knives as well as firearms. I realize the legal jargon (CHP vs. CWP) but for the life of me, I don't understand the rationale of allowing concealed carry of a firearm but not an automatic knife. How can an automatic knife, in any way, be considered more dangerous/deadly than a firearm?
Maybe I'm missing something here, but this sums up my thoughts exactly:
Saw a vid where the guy at Red Jacket tried one of those and about blew his hand off....plus the knife blade starting sailing sideways and was not effective....I would be velly velly afraid of these things.......
There are two types of people who carry concealed weapons...Responsible ones and Irresponsible ones...which are you...
an auto knife isn't worth the price or hassle in my opinion. tons of "cool factor" though. many decent knives have rapid, single hand deployment without being classified as "automatics". I was given a SOG Tac auto as a gift and I had to fight the urge to cycle it a zillion times for fun. (I wanted to keep it tight so I could sell it). very cool but it didn't do anything my $60 SOG Aegis wasn't already doing so I turned it into half an Aimpoint. but if you've got the cash, I can see how they'd be a bit addictive.
Switchblades are illegal on a Federal level UNESS you only have one arm. You can own, buy, and sell just not carry. Fun toys.
I can carry any knife with a CCL in WI except switchblades.
USN Submarine & UDT/SEAL Veteran
1SG, US Army Retired - Airborne Infantry All the Way!
Special Warfare Mentor
I can carry a switchblade in Iowa with my CWP. I don't. I do carry a Kershaw Ken Onion Leek.
It could be worse!
I suppose


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all translations are by great-blaster!! i handled scanning and typesetting~
spare bike is a series of official spin-off chapters that focus on the third years' pasts. this is the second chapter of arakita's story, which also happens to be my personal favorite chapter out of the whole 300+ chapters of the entire series… it mostly focuses on the various relationships between all four of hakogaku's third years~
please enjoy~♫!!


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I have to admit, the holiday season is kicking my butt. It's like someone hit the fast forward button and I couldn't keep up.
I could simply take care of holiday shopping by ordering everything online, or buying gift cards, or directly giving money or check. Yet, I still think it's important to take time and make something thoughtful for my loved ones. After all, it's the thought (and time) that counts, right?
I'm sure I'm not the only one feeling overwhelmed this holiday season so as holiday gifts, I'm giving the gift of relaxation: body salt scrub.
If you'd like to do the same (and I encourage you too!), feel free to follow the recipe below.
- 16 oz glass mason jars or 18 oz to-go containers (I used recycled ones to be earth and wallet friendly)
- Epsom salt (fill your gift container with epsom salt about 3/4 full)
- Olive oil (Coconut or Jojoba oil works great too)
- *30 drops of lavender oil
- *3 drops of geranium oil
*Feel free to use other aromatic oil of choice. I bought my lavender and geranium oil from a health store.
Grind the epsom salt using a blender. Be careful not to grind it too much. You basically just want the epsom salt to be less coarse and more friendly to the skin.
Pour olive oil into the jar container about 1/4 of its way.
Add the epsom salt and carefully mix. I used the end of a fork to stir the ingredients. Add more oil if needed.
Add about 30 drops (or more) of lavender oil and about 2-3 drops of geranium oil. Feel free to adjust the aroma to your liking.
You're done! To add a personal message, simply write on a blank sticker label and stick it on the container. You may also tie a red ribbon around it to make your gift look more festive.
For more DIY gift ideas, feel free to check out An Unrefined Vegan and Vegan Richa.
Happy Holidays and take it easy!


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October 24, 2014
A 25-year-old Lincoln man is in jail, accused of attacking his sister for money. Police say Mehdi Darvishi lunged at the victim with a knife but she was able to jump out of the way.
The 29-year-old sister tells police that about 7:30 pm Friday, Darvishi asked for money but she refused. He grabbed a kitchen knife and lunged toward her legs with a slashing motion.
The woman says after she jumped out of the way, she was afraid that Darvishi was actually going to kill her. So she gave him $86 so he would leave.
The mother was reported as a witness to the incident.
Darvishi was arrested early Saturday morning and booked for robbery, attempted first degree assault, and use of a weapon to commit a felony.
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The state of Nevada has done virtually nothing to my ex husband for non payment. He has been garnished, he has moved out of state, and still does not pay. Not even the minimum that he had modified a few years ago. As soon as a new employer finds out he owes me 40 thousand dollars, he quits and finds another job. He has been doing this for 5 years. I have told the D.A. and CSE. Who else can I tell. I have a new court order granting me total custody and reducing his arrears to judgment. If this is public law 105-187 then why is he not in jail. He is in town for 5 days. I found the building he is staying at and I found his car. He does not know I found it. Can I contact the authorities, or is it not that easy. Pretty soon me and my kids will be homeless. While he skates as usual.
My colleague is correct, there has to be a contempt motion and then a warrant for arrest can issue. The DA can also refer the matter to the criminal division for felony failure to pay, but that doesn't do any good when the person doesn't live in that jurisdiction. The problem with out of state persons and those who move frequently is that the system lacks the resources to chase them and jailing them doesn't get the arrears paid.
The state doesn't just jail people, nor can it.
A motion needs to be brought to hold him in contempt, and *then* he can be jailed. If served with the order to show cause to appear on such a matter, and he does not, a warrant can issue.
Either private counsel or the DA FSD can file the motion.
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Nothing is to small to know, and nothing too big to attempt.
This quote is about trying.
Record how this quote makes you feel.
You can report quote corrections via the "Conversation" tab below
Search on Google Books to find citations of this quotation.
We don't have a biography.
I'm female, say nothing
almost a teacher
I'm female, say nothing
I'm male, say nothing


text:
As many of you already now, our beloved Doris is now a former member of the Freelance Whales.
The official announcement came through FLW facebook page last April.
This was the message:
Hey friends,
It's hugely painful for us to announce that Doris isn't going to be playing with us anymore. She's been with us since our earliest days, and her home of Queens, New York, became the birthplace of our band. She's an intensely bright light of musical energy, and we're certain that she'll continue to do great things in music and any other creative path she travels . And even if our band continues to change its shape, we're certain that no one will ever replace the energy she brought to our group.
Here is a word from her:
Hey everyone,
I wanted to reach out to all of you and share the news that I will no longer be part of Freelance Whales. I am truly happy to have made so many wonderful memories with them and am grateful for all the experiences we shared. I am also thankful for all the love and support you have shown Freelance Whales over the years and can only see great things in store for their future and third record! I wish them luck and hope that you see this as a new beginning to something grandiose and exciting! Take care and hope to see you soon.
Doris Cellar
So, this is it.
We are sure that the past years have been an awesome experience for Doris, but now it's time to spread her wings and fly solo!
We are very excited about it and we wish her the best for this new adventure!
Of course, we will keep supporting her in everyway we can and we encourage you to join us!
Thanks for being awesome, Cellar Dwellerz!, and keep going!
- The Cellar Dwellerz Street Team Committee.
Ghosting || Freelance Whales
Funny video feat. Freelance Whales. Check this out! :)
Freelance Whales - Diluvia Behind The Scenes #3
"how many stars do you think you posses—how many in your butterfly net?"
starring - freelance whales
"Dig Into Waves" is a new single from Freelance Whales upcoming sophomore LP Diluvia, out next week on Mom+Pop.


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Sold For:
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Sold Date: 04/15/2007
Channel: Online Auction
Source: eBay
Category: Glass
This auction is for a lot of 4 Antique German Mineral water stoneware bottles. Three of them are stamped, having an impressed mark. They all measure approx. 11" tall. I will describe them from left to right and as shown in the photo. The first bottle on the left is impressed with the makers mark and crest and reads as follows: "J. Friedrich - Grosskarben-B/Frankfurt". T is also an impressed crowned crest which reads "Tannus Brunnen-By Appointment" The bottle has a rust brown glaze and what appears to be either pulled or applied handle near the spout (handle has a chip). Underneath the handle is impressed "M. Num. 152". The next bottle to the right has a matte finish, no cork, and is impressed near the base with ".0.71 EGR". The thrird bottle is another J. Friedrich bottle, and is stamped with the same insignia as the first bottle. The last bottle is stamped as follows (rooster symbol) "F.C. DAS- ALMAS DA AREOSA-AGUADA DE CIMA". That's completes the group. Thanks for looking. Please ask questions if needed. Shipping price includes insurance!
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text: Michael Gunter wrote: > I found the archive page with a picture of the > roll. > > http://tudorcook.blogspot.com/2007_06_01_archive.html > > Looks like it is quite a bit out of period, though. > > Gunthar Well drat. I bet we could have made a LOT of friends with the news that a deep-fried po'boy was Period. 1700's is squarely out of our arena however. :-( Good news for our arteries though. Selene


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Oh, but we both know that's not quite true…
for sorcererhuntress, HAPPY BIRTHDAY!!!!!
A tale of LOVE and… BETRAYAL.
Seriously this is the best gift ever because it is my favorite otp forever
Dean/coat is canon <3
Ffff cas's coat x dean's tears
Watch: Matt Smith and Karen Gillan On Googling Themselves
See headline. Watch video. Confirm headline reflects video.
The Ponds.
Doctor Who Colouring-In Packs aren't just for those who ask their parents for an xBox or books!
They are for those of us with Photoshop or GIMP or Aviary OR CRAYONS(!) as well.
Ok, if you aren't familiar with the news about Tumblr's recently introduced terms of service, that title might just seem bizarre. We suggest checking out this link. When you're done with that…
We luuuuuuuurve coloring books! Especially b/c we can have SO MUCH FUN with them in Photoshop or crayons or GIMP or Aviary (the latter two are free.) Which is apparently what the BBC Doctor Who site intended:
Stuck for stuff to do over the Easter Holidays? Then grab our brand new Colouring In packs! Pick from either the Monster Pack (featuring a selection of your favourite aliens) or choose instead to bring the Doctor, Amy and Rory to life in our special Heroes pack.
Just in case that isn't enough we've just added all our Doctor Who masks, posters, stories, games and much more to the Fun and Games section of the site. So if you need a Doctor Who fix, why not download a few masks and invite some friends around to play Doctor in the House or just relax into the holidays with a great story.
Go forth and color and edit!
cuz we some classy mother fuckers.


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Owner is always on site. Park has a very friendly and very helpful crew! Sites are nice, if not quite level. Pool, SPA, mini-golf: lots to do right here. Some noise from I-25 at times, but not overbearing. Several places to see in the area, but most will be day trips. We will be back!
Gunnison, Colorado
Gunnison KOA
[ 9/10 ]
Very friendly staff, who are anxious to please! In late May, there weren't too many others in the campground. We held a small Rally for Heartland owners, and we were all thrilled with the service we got! They took the time to set up a meeting tent, and cooked our group breakfast Saturday morning! There was lots of room for our large 5th wheels, all grass. Next to airport, that got one plane everyday from Denver, about 2:00PM. It was hardly noticeable. We will be back next year!!
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Exploding Target Kills Fillmore Man
A bachelor party near Arendahl Township in Fillmore County turned deadly Saturday when a man standing behind a shooter was hit with shrapnel. The Fillmore County Sheriff's office says Jeffrey Taylor and his sons were invited to a party where people were shooting at explosive targets made of Tannerite. Sheriff Daryl Jennsen said metal objects exploded with the Tannerite
Boston Bombing Details Emerge, But Still No Suspects
It's unclear who set off the Boston Marathon bombs. But what has become clear is how the bombs were made.


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1 year ago - (0)
Anonymous asked : YOU ARE A THIEF ..u damn ass .what do you think your doing ? you didn't even put the credits . you stole my theme and reposting some edits of some tumblr famous . GOD This time your account will be blocked for 30 days !!!!!!!!!!!!! Who ever you are ! ~ anonymous ~


text:
New Construction at its finest. Affordable prices with all the amenities that Excalibur Construction Inc. has been known for. Large lots, brick exteriors, oak trim, ceramic tile, fireplaces, basements, completely custom built for you. Other plans from 232,540.00. Bring your own taste and leave the quality to Excalibur. Photo is an example of a previously constructed custom Excalibur Construction home!
Make an Offer for 19831 Margaret Court
Are you a Buyer or an Agent?


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10.5: Change the Finder's default Find window | 37 comments | Create New Account
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10.5: Change the Finder's default Find window
I found this info that I like for the default_smart.plist. It makes "Name" active, not "Content" when you use command-F. Plus the cursor is active for typing. If you want "content" you can use command-option-shift to open a Spotlight search window. This seems to work for 10.6 as well.
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Ask a Question
FamousFootwear.com asked: Why did you choose this?
- Barbara: "Style needed for school."
- Tatyana: "child's school shoes"
- Velma: "color"
- cheryl: "dress code"
- Darbie: "casual dress for my son. He liked the look and they felt good on his feet."
- Mandeep: "good looking, flexible and easy on -off"
- Marcele: "Dress shoes for my son. He had them last year and found them very comfortable."
- Timothy: "because they are cute and comfy."
- Darlene: "my grandson needed some summer dress shoes"
- Alfreda: "my grandson like them"
- Anita S: "Because my grandson loves these and he's ready for the next size..."
- Lisa: "easy to slip on and off and great for play time."
- Robert: "My Grandson requested them by name."
- Jennifer: "works for school uniform dress code!"
- Connie: "Grandson gift"
- Sheri: "functional and brown"
- C: "Son likes them"
- Emperatriz: "super cute for a young boy"
- M: "My daughter likes them"