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If you haven't played Diplomacy then you aren't a serious board-gamer. Not to brag, but I've played a full game five times and been in the winning alliance three times. Since none of our players were proficient Diplomacy players my wins were probably due to luck and cunning more than skill. Diplomacy is a game I recommend for everyone to try, but it probably won't be a frequent selection for your game nights. Why? It requires seven players, it takes at least six hours to play and often more, and it is extremely emotional.
If you've ever heard of Diplomacy, chances are you know it as "the game that ruins friendships." It's also likely you've never finished an entire game. That's because Diplomacy requires seven players and seven or eight hours to complete. Games played by postal mail, the way most played for the first 30 years of its existence, could take longer than a year to finish. Despite this, Diplomacy is one of the most popular strategic board games in history. Since its invention in 1954 by Harvard grad Allan B. Calhamer, Diplomacy has sold over 300,000 copies and was inducted into Games Magazine's hall of fame alongside Monopoly, Clue, and Scrabble.
The game is incredibly simple. The game board is a map of 1914 Europe divided into 19 sea regions and 56 land regions, 34 of which contain what are known as "supply centers." Each player plays as a major power (Austria-Hungary, Turkey, Italy, England, France, Russia, Germany) with three pieces on the board (four for Russia) known as "home supply centers." Each piece can move one space at a time, and each piece has equal strength. When two pieces try to move to the same space, neither moves. If two pieces move to the same space but one of those pieces has "support" from a third piece, the piece with support will win the standoff and take the space. The goal is to control 18 supply centers, which rarely happens. What's more common is for two or more players to agree to end the game in a draw. Aside from a few other special situations, that's pretty much it for rules.
There are two things that make Diplomacy so unique and challenging. The first is that, unlike in most board games, players don't take turns moving. Everyone writes down their moves and puts them in a box. The moves are then read aloud, every piece on the board moving simultaneously. The second is that prior to each move the players are given time to negotiate with each other, as a group or privately. The result is something like a cross between Risk, poker, and Survivor -- with no dice or cards or cameras. There's no element of luck. The only variable factor in the game is each player's ability to convince others to do what they want. The core game mechanic, then, is negotiation. This is both what draws and repels people to Diplomacy in equal force; because when it comes to those negotiations, anything goes. And anything usually does.
Jack Hamilton "defends" the Game of Thrones series from his own presumption that its "inauthenticity" should damn the show to unimportance. Is our culture such that every creation must conceal layers of ironic commentary about the real world in order to be valuable?
Game of Thrones is a terrifically fun and immensely popular show, but can a work so flagrantly inauthentic actually be important television?
The answer is yes, and precisely for its unreality, its joyful hostility toward anything like allegory, commentary, or social relevance. Much like Star Wars and Hogwarts and other great Neverlands, Game of Thrones doesn't hold a mirror to anything. It is aggressively false, a work of far-fetched imagination so intricate and finely realized it becomes compelling on its own terms, disorienting and dazzling us in the ways that only the best storytelling can. This is a show where we cheer on an adolescent girl's precocious transformation into a serial murderer; this is a show in which a character's desire to release people from slavery is convincingly rendered as a conundrum. The most recent episode ended with yet another shocking death, a character we're coming to hate killing a character we'd come to pity, to save the life of a character we've come to love. How are we even supposed to feel? Other than, yet again, totally thrilled.
The most surprising aspect of this essay is that the author apparently believes that Game of Thrones is "aggressively false" because the characters and their motivations are nuanced and complex -- there's no "good guy" and no "bad guy". This seems quite realistic to me, but the Hamilton's perspective on the show says a lot about his view of the world.
Finally, do you expect your entertainment to tell you how you're supposed to feel? Just feel.
Scenes of this full McBain movie are scattered throughout The Simpsons series.
One of the most unique and fascinating experiments I've seen in a long time! A Pokemon game controlled by inputs gathered from a stream of chat messages. As you can imagine, it's quite chaotic.
Here are a couple of awesome UAVs. The first looks like Superman or Ironman, and the second looks like a witch on a broom. Just think of how much fun you could have with these.
I grew up in the 1980s and I probably watch Star Wars, Indiana Jones, Back to the Future, and the like multiple times per year. I indoctrinate my children with the greatness of these movies. What are the equivalent generational favorites for kids who grew up in the 1990s?
I've been playing Borderlands 2 for a month or so and I have to say that it is one of the most fun and best-designed games ever. With one exception, which I'll get to in a moment, every component of the game is excellent:
- The guns are the stars of the show. There's a huge variety of weaponry, and it's always fun to find something new. The way that weapons fall behind as you level gently nudges you to try new things.
- The enemies are fun, varied, and smart. Unlike many games, there are very few instances where you can just hide behind terrain and slaughter baddies who wander around impotently. It seems like every bad guy has a leap attack, a grenade, or something to push you out from behind cover eventually.
- Challenges! I love the challenges, some of which are specific to a level, or an enemy type, or a weapon, or even span the whole game.
- The missions are fun. The rewards are occasionally underwhelming, but most missions end with a red chest that give you a random assortment of cool items.
- Graphics: I love the style.
- Audio: The voices are great, as are all the effects.
My only complaint is that the character leveling system doesn't feel very substantial. Your health and damage get increased automatically when you level up and are completely outside your control. All you get to play with are a few skill trees, but most of the points you invest don't feel like they have a significant impact on the gameplay. I'm only level 25, so it's possible that the higher tier skills have more of an effect on your character.
Basically, Borderlands 2 has the gameplay that I was hoping for out of Skyrim. The world of Skyrim was huge and fantastic, and the story was great, but the actual mechanics of playing the game were boring to me. The combat wasn't fun, the spells were monotonous, and the enemies were predictable and repetitive. So wouldn't it be great to mix the two? Yes it would! Someone make that game for me.
In 1995 the comedians Penn and Teller release Desert Bus, the worst video game of all time. Maybe there's a Flash version online?
Driving from Tucson, Ariz., to Las Vegas takes about eight hours and is exactly as boring as you'd imagine -- a straight strip of highway through the flat, brown desert scrub, interrupted only by the occasional signpost or oddly shaped rock by the side of the road.
Desert Bus, an unreleased 1995 video game by entertainers Penn Jillette and Teller, celebrates that trip in all its horrid glory by re-enacting the 16-hour, round-trip journey. In real time, at 45 miles per hour. In a vehicle that doesn't steer straight, forcing constant vigilance.
One trip earns the driver a single point.
I love to run, and I try to run almost every day. Among runners it is common to be pushed to run faster, farther, and harder. However, new research is showing that too much running can be bad for your health. This shouldn't be a surprise; moderation is the key to success in most of life.
Endurance athletes have long enjoyed a made-of-iron image. But amid mounting evidence that extraordinary doses of exercise may diminish the benefits of modest amounts, that image is being smudged. That extra six years of longevity running has been shown to confer? That benefit may disappear beyond 30 miles of running a week, suggest recent research. ...
Other recent studies suggest the significant mortality benefits of running may diminish or disappear at mileage exceeding 30 miles a week and other, very small studies have shown elevated levels of coronary plaque in serial marathoners--a problem that rigorous exercise theoretically could cause.
"Heart disease comes from inflammation and if you're constantly, chronically inflaming yourself, never letting your body heal, why wouldn't there be a relationship between over exercise and heart disease?" said John Mandrola, a cardiac electrophysiologist and columnist for TheHeart.org.
Being of Croatian descent myself it's cool to read that the Qarth scenes from Game of Thrones are filmed in Dubrovnik! I'd love to visit Croatia sometime.
If you've watched the show and wondered where all the exotic, arid, desert footage was shot for the 'Qarth' kingdom scenes, HBO said they are mostly filmed in Croatia.
The premium cable channel works with a production company called Embassy Films, based in Croatia, for the scenes shot there. About 170 local crew were employed for shooting in Dubrovnik, according to the production company.
"This was very good for Croatian, Dubrovnik economy, starting from crew and people directly involved, to hotels, transportation, etc.," said Erika Milutin, executive producer working on the show with Embassy Films.
James Galea performs an amazing card trick in the form of a story.
Many people start running to lose weight or get fit but then begin to love running for it's own sake.
Tom Holland, running coach and author of "The Marathon Method," tells his clients that running for 3 miles was horrible for him too, but farther down the road things changed.
"It happens for different people at different times and different distances: that runner's high," he said in an interview.
For me the three-mile distance was the turning point. Getting myself in shape to run three miles seemed hard, and three miles felt like a million. Once I gained the ability to run three miles it was pretty easy to add on more miles. I don't think I've ever hit the wall even when I ran my half-marathon, but there was definitely a hump at the three-mile fitness level.
Why do runners love to run? There are a lot of reasons, but one of the top for me is that it's so linear.
Gregory Chertok, a sports psychologist with the American College of Sports Medicine, said many people are drawn to running because it's an uncomplicated activity.
"Put one foot in front of the other and when you work hard, you improve," Chertok said. "Not everything in life is so simple. You could spend 10 years in a ballet studio and not become a ballerina."
If you run longer, harder and faster you will become a better runner. You may never get a promotion from working hard, you may never win a prize, and your kids may end up in jail despite your best efforts... but you can get as good at running as you want to!
Awesome. Disney makes some fantastic movies so I'm excited to see how they revitalize Star Wars after the disastrous prequels. Can we do some sort of "reboot" but keep the original three movies?
New research shows that due to our circadian rhythm West Coast football teams beat the spread against East Coast teams 70% of the time!
Now, a few times each NFL season, an Eastern team plays a Western team in a night game. For television reasons, all the games start around 8:30 p.m., Eastern Time.
That means for an East Coast home game, the West Coast players still have their body clocks set at 5:30 -- ready to perk up, as the Eastern boys will soon run down. If the West Coast team is home, same thing: It's 5:30 for the Pacific boys, but the Atlantic guys' body clocks say it's 8:30.
Follow me? It doesn't matter where the game is played. The West Coast bodies are coming to life as the East Coast bodies are feeling nature's circadian cues to sleep.
And guess what the researchers found? Over a quarter-century span, the West Coast teams beat the East an amazing 70 percent of the time against the spread. Hello! Seventy percent!
That's pretty astounding, and I'm sure that gamblers have known this and profited from it for a long time.
So I've decided to write a review of Guild Wars 2! Some background on my perspective: I haven't played a ton of massively multiplayer online games. In World of Warcraft I made it all the way to level one. I played Lord of the Rings Online for a few months and enjoyed it, and the same for The Old Republic. Both turned grindy and I lost my interest.
Ok, so, GW2: it's awesome. Let me count the ways!
1. The graphics and visual content are gorgeous. Exploration is a blast, and there's always something new to see. The cities feel populated and live.
2. The dynamic events are fun. Sure, some are just "protect the caravan", but not all. Once I logged off in a friendly NPC fortress and when I logged back on it had been taken over by centaurs and burned to the ground. So we had to take it back over and rebuild it!
3. Character skills and abilities. I'm playing an elementalist and the mechanics are just plain fun. There are ability cooldowns, but they don't govern combat. It's hard to understand why without mentioning:
4. Mobile combat! Most abilities can be used on the run. You have to keep moving to dodge enemies and to get them into the hitboxes of your abilities. When an ability comes off cooldown you can't just use it unless you're in the right position. Combat isn't just a rotation of abilities in an "optimal" order because a lot of effort goes into positioning. Some enemies are fast, some are slow, and sometimes your movement abilities change based on your skills.
5. Instant travel. Once you have visited a place you can instantly travel back to it for a handful of copper. This means that there's a lot less running around, and all your foot travel is to new and exciting places, which leads to:
6. Exploration! The exploration system is excellent. You get rewards to visiting new places, killing a wide variety of creatures, seeing new vistas, and completing maps. The game deliberately rewards you for spreading your activities out. For example, monsters that have been alive for a long time give bonus experience points -- if you want to get the bonuses, you have to venture off the well-traveled routes.
7. Conditions and boons. These are the debuffs/buffs that are common in many games, but their mechanics are tweaked and more interesting in GW2. For example, elementalists can cause both bleeding and burning to do damage over time, but the effects stack differently. Bleeding stacks on intensity, which means that the more stacks of bleeding that you put on a target the more damage the target takes each second. Burning stacks on duration, which means that adding more burning doesn't increase the damage per second, but does lengthen the amount of time the target burns for. These distinctions make a huge difference when you're cooperating with other players to take down a boss. Which brings us to:
8. Ad hoc grouping! You get to work with whomever you're close to. You don't need to intentionally form a group to quest together, you can just go wherever you want and start walking next to whoever you want to team with. Rewards are automatically shared to everyone, so there's no competition between players and no reason to begrudge someone joining your group.
Those are my impressions after the first week of play. I plan to continue, so I may have more to say later on as I advance. I haven't tried much PvP or World-vs.-World play yet, but I plan to.
1. You never find items that make you say "I want to develop my character to use this!".
Firstly, you never find items for your class that you can't use. Unlike Diablo 2, items only have class and level restrictions, no attribute minimums. This is because Diablo 3 autolevels your attributes when your character advances and doesn't give you an option on how to spend your points. So unlike Diablo 2, it's impossible to find an item that you can't use yet, but that you will be able to use if you spend your next two or three levels putting points into a specific attribute.
Secondly, there is no character development. When you level-up you don't get to spend points to improve anything, you simply get access to new and different skills. The new skills aren't "better" than the old skills, just different. There is no sense of progression whatsoever, and no sense that you're tailoring your character according to your desires. There are no trade-offs. This means that the items you find also have no trade-offs, which makes them very uninteresting. Except for your very first choice in the game when you decide what class to play, you never get to make any choices that affect how your character develops. Every item you find either improves your primary stat and vitality (better, use it), or it doesn't (worse, sell it). There are no decisions.
2. The auction house. It's much easier to buy good items than to find them. You can buy amazing items for very little gold, which takes all the excitement out of finding loot. Nothing you find will be better than what you can buy.