• Welcome to ZNAK SAGITE — više od fantastike — edicija, časopis, knjižara....

Mehmete, reaguj!

Started by crippled_avenger, 13-03-2007, 03:16:25

Previous topic - Next topic

0 Members and 4 Guests are viewing this topic.

Tex Murphy

Wow, Residents! To se mora slušati!  :!:

Evo kako majstori obrađuju Satisfaction  :D

http://www.youtube.com/watch?v=DxecTNsGsPw
Genetski četnik

Novi smakosvjetovni blog!

David

Kostunjicavi ("vocka cudnovata"):
"Sa velikim interesovanjem odslušao sam tri CD-a Rezidentsa, uključujući onaj koji je promovisan na Kolarcu. Veoma su mi simpatični kao antiglobalistička pojava (sic!)."

http://www.e-novine.com/sr/i-oni-su-ljudi/clanak.php?id=17306

*ebo ga prijatelj Nemanja Kusturica, the anti-globalista (i aga-zemljoposjednik), da ga *ebo!
Uh, sto bih ja ovo marisao, svakog dana u svakom pogledu...
U mene u Bosni u dajdzinice u malog u bubregu kamen.

Son of Man

To mi reci brate, Kostunica, Kusturica i volina Tijanic (naravno), moj trio fantastikus za kundakom u facu pa metak u potiljak. :wink:

crippled_avenger

Branagh in talks to direct 'Thor'
Brit set to wield hammer on Marvel Studios pic
By MICHAEL FLEMING
Kenneth Branagh is negotiating to direct "Thor," the next Marvel Comics property that will be turned into a live-action film by Marvel Studios. Pic will be released in 2010.
Marvel Studios chief Kevin Feige's choice of Branagh is surprising, as Branagh hasn't really directed an action-heavy film since his debut on "Henry V," a bloody telling of the British king's conquest of France.

Branagh is the latest in a string of directors -- such as Jon Favreau ("Iron Man"), Christopher Nolan (the Batman franchise) and Gavin Hood ("X-Men Origins: Wolverine") -- with arthouse roots taking on big-budget comicbook fare.

Marvel will set a distributor for "Thor" shortly.

"Thor" comicbook adaptation, penned by Mark Protosevich, follows disabled medical student Donald Blake, who has an alter ego as the hammer-wielding Norse god Thor.

Marvel will self-finance the film via its $500 million credit facility through Merrill Lynch. Marvel used that coin to fund both "Iron Man" and "The Incredible Hulk" and will do the same for the "Iron Man" sequel that has director Favreau and star Robert Downey Jr. returning.

The "Thor" negotiations come during a resurgence for Branagh. He's currently drawing raves on the London stage in the title role of "Ivanov," and he'll next be seen acting in the Richard Curtis-directed "The Boat That Rocked" and the Bryan Singer-helmed "Valkyrie."

Branagh is repped by Endeavor and manager Judy Hofflund.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

crippled_avenger

Zack Snyder signs deal with EA
'300' director takes on videogames
By BEN FRITZ
Snyder


Gibeau


More Articles:
Branagh in talks to direct 'Thor'
'Mamma Mia!' still on top overseas
'PVC-1' honored at Bangkok
Plum to adapt Coben's 'Innocent'
Australian guild salutes directors
Variety to honor Fiennes at festival
Zack Snyder is the latest helmer to play in the videogame world.
The "300" director has signed a deal to develop three original games for Electronic Arts, the nation's largest third-party publisher.

Pact is very similar to one made by EA with Steven Spielberg in 2005. Their first collaboration, a puzzle game for the Nintendo Wii called "Boom Blox," was released in the spring to rave reviews but modest sales.

Like Spielberg, Snyder will work with EA's Los Angeles studio in Playa Vista to produce his games. EA will own the intellectual properties, but under the deal the publisher may turn some or all of them into films that will be produced by Snyder's Cruel & Unusual Films banner, which is run by the director with co-president Deborah Snyder and producer Wesley Coller.

Given the huge success of "300" with the young male auds who buy the most videogames, EA is hoping Snyder's name and ideas will prove particularly appealing to gamers.

"Zack Snyder has a fresh and bold creative style that resonates with our core audience," EA Games label prexy Frank Gibeau said in a statement. Snyder is joining a small group of Hollywood helmers who produce videogames that aren't adaptation of their own films, including Spielberg, John Woo and Peter Jackson.

Warner Bros. is making two downloadable games tied to Snyder's upcoming adaptation of "Watchmen," while Brash Entertainment is doing one based on "300."

Agreement fits a new focus at EA on creating fresh game properties that can be translated into multiple media. Publisher has two new original titles, "Dead Space" and "Mirror's Edge," coming out this fall with animation, comicbook and other tie-ins. EA's next collaboration with Spielberg, which doesn't yet have a release date, will be a science-fiction tale about a secret agent and an android.

Snyder's deal was made by CAA.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

crippled_avenger

"Wanted" creator Mark Millar's six issue comic mini-series "War Heroes" has been picked up by Sony Pictures and producer Michael DeLuca to adapt says The Hollywood Reporter.

The comic book revolves around an experimental military program that grants ordinary soldiers superpowers. A small group of these superpowered soldiers break away from the government to form a criminal enterprise, and a hero rises from their ranks to prevent a catastrophe from happening.

A writer is presently being sought for the project and no start date has been set.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

crippled_avenger

"Rush Hour" director Brett Ratner has finally confirmed to UGO the rumors that emerged in May that he is attached to direct the "God of War" movie.

Set in ancient Greece, the popular video game follows the battles of the warrior Kratos, who tackles mythological beasts including Medusa, Cyclops and the Hydra. Players navigate Kratos on his quest to find Pandora's Box and destroy Ares, the god of war.

Universal Pictures scored the movie rights to the property back in 2005. The project joins the Hugh Hefner biopic and "Beverly Hills Cop 4" on Ratner's schedule.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

crippled_avenger

The modestly received video game "Star Wars: The Force Unleashed" might one day get the big screen treatment reports The Los Angeles Times.

The game's project leader Haden Blackman says "It's not impossible. Never say never. George [Lucas] has looked to tell new 'Star Wars' stories through the games and with the entire Star Wars Expanded Universe, and then he has also shown a willingness to let the characters come into the films. Look at Aayla Secura, a creation in the [Dark Horse] comic books who became part of the theatrical films."

Utilising a story that's admittedly more interesting than the prequels or recent highly-panned "Clone Wars" pilot episode movie, the game has you playing Darth Vader's secret apprentice Starkiller, a young man whom Vader rescued years beforehand. Highlights include visits to familiar SW planets, an under construction Death Star, using your powers to bring down a Star Destroyer, and duels against both The Emperor and Vader.

Dark Horse has also released a graphic novel version of the game which goes into much more detail and would likely serve as the basis for any script. Hunky and brooding "Battlestar Galactica" and "Smallville" actor Sam Witwer played the role in the game - would he come back for a film?
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

ridiculus

Evo šta kaže Bloomberg:

Oct. 1 (Bloomberg) -- Nintendo Co. may add accessories to its top-selling Wii game console and upgrade the handheld DS player to maintain its lead over Sony Corp. and Microsoft Corp. without having to match their price cuts.

President Satoru Iwata will probably unveil the changes when he briefs the media and investors at a conference tomorrow in Japan, said Pelham Smithers, an analyst at Pali International Ltd. in Singapore. Nintendo is preparing to introduce a new DS that's equipped with a camera and music player, the Nikkei newspaper reported on Sept. 28. The Kyoto-based company declined to comment.

Iwata has kept the price of the Wii unchanged at $250 since its debut in 2006 by adding products to complement the flagship console, while Sony and Microsoft cut prices. Nintendo's Wii will probably widen its lead by outselling Sony's PlayStation 3 by 2- to-1 and Microsoft's Xbox 360 by 4-to-1 this fiscal year, Daiwa Institute of Research Ltd. said today.

``Nintendo has no need to cut the Wii's price,'' said Takashi Oka, a senior analyst at CSK Institute for Sustainability, a Tokyo-based research firm. ``If Nintendo cuts prices now, people who already bought the Wii will feel they've lost money. Nintendo won't do such a thing.''

Nintendo will probably sell 26.5 million Wii consoles in the year ending March 31, compared with 7 million Xbox 360 machines, Daiwa said in a report today. Tokyo-based Sony forecasts it will sell 10 million PS3 consoles. Last year, Nintendo's Wii outsold the PS3 and Xbox 360 by two to one, according to Daiwa.

Price Cuts

Microsoft stepped up the pressure on Sept. 5, when it cut U.S. prices of the Xbox 360 by as much as 29 percent, allowing the world's largest software maker to offer a $199 model that's cheaper than the Wii for the first time. Price cuts go into effect in Hong Kong, Singapore, South Korea and Taiwan today.

Sony, which has piled up more than $3 billion in losses over the past 2 1/2 years from the games division, cut the price of the PS3 by as much by as 17 percent last year. The cheapest model, equipped with a 40-gigabyte hard drive, now sells for $399.

Nintendo shares have fallen 39 percent this year in Osaka trading amid concern credit-related losses in the U.S. will spill over to demand for consumer electronics. Still, the company is better positioned to weather slowing economic growth worldwide than rivals because of its product line, according to Tokyo-based Mito Securities Co. analyst Yoichiro Watanabe.

Of 23 analysts tracked by Bloomberg, 15 recommend buying the stock and only one advises selling. The average 12 month share- price estimate is 73,417 yen, or 79 percent higher than the stock's close today, according to data compiled by Bloomberg.

Pairing Success

Nintendo has benefited from its success in targeting families and pairing the Wii with software and accessories such as the Wii Fit, which allows gamers to simulate skiing and soccer on top of a motion-sensing board, Watanabe said.

``These two strategies have made Nintendo stronger than Sony and Microsoft,'' Watanabe said. ``There's no reason to cut the Wii's price as demand is strong. The macroeconomic environment is in poor shape but based on past experience, game demand will not be affected much by this.''

The Wii will continue to outsell the Xbox 360 because consumers consider game content to be more important than prices when buying a console, according to Daniel Ernst, an analyst at Soleil Securities Corp.

In August, Nintendo raised its full-year profit forecast by 26 percent, citing higher-than-anticipated sales of Wii and DS game players.

Outselling the PSP

The company forecast it will sell 30.5 million DS players, or double the number of the PlayStation Portable machines that Sony expects to sell. Sony plans to begin selling an upgraded version of the PSP in mid-October that has a built-in microphone and a screen that displays sharper images.

Yasuhiro Minagawa, a spokesman at Nintendo, declined to comment on what the company will announce at tomorrow's briefing at 1:30 p.m.

``Chances are Nintendo will introduce home-made game titles such as a new version of the Wii Sports,'' said Naoki Fujiwara, who oversees about $720 million as chief fund manager at Tokyo- based Shinkin Asset Management Co. ``There are slight expectations Nintendo will bring out the latest episode of Dragon Quest for the DS. If it happens, it would have a big impact.''
Dok ima smrti, ima i nade.

Meho Krljic

Quote from: "crippled_avenger""Rush Hour" director Brett Ratner has finally confirmed to UGO the rumors that emerged in May that he is attached to direct the "God of War" movie.

Set in ancient Greece, the popular video game follows the battles of the warrior Kratos, who tackles mythological beasts including Medusa, Cyclops and the Hydra. Players navigate Kratos on his quest to find Pandora's Box and destroy Ares, the god of war.

Universal Pictures scored the movie rights to the property back in 2005. The project joins the Hugh Hefner biopic and "Beverly Hills Cop 4" on Ratner's schedule.

David Jaffe je zadovoljan ovim (mada bi više volio Ridlija Skota):

QuoteDavid Jaffe has said he is "happy" with the choice of Brett Ratner as director of the God of War film.

Ratner, responsible for the Rush Hour trilogy and X-Men: The Last Stand, confirmed his role on the project at a Hollywood party recently.

"I really like Red Dragon, I really like the first Rush Hour, I actually really like X-Men 3. I'm not one of these Ratner haters who says, 'Oh the guy can't direct,' - I think he makes really entertaining movies," said Jaffe in a filmed response to the news (spotted by VG247).

"God of War was meant to be this totally accessible, mainstream equivalent of a popcorn summer blockbuster action movie. When you look at the directors who really do that well... I'm happy with the choice of Brett Ratner."

The God of War film is still in its infancy, and being put together by a team made up of a Producer from Batman Begins and writer David Self, who did the screenplay for Road to Perdition, which we quite liked.

Jaffe seems content, then, and excited to see what comes out when an entertaining director and mature writer are mixed together. But there is a slight twang of regret.

"Would it have been cool if it was [Steven] Spielberg? Yeah. Ridley Scott? Yeah, that would have been awesome. You know, Guillermo [del Toro] would have been awesome," said Jaffe.

"But I don't look at Brett Ratner and say we're going to have a sh*t movie. Obviously the proof will be in the pudding, we'll see what happens."

Mada, moram da kažem da God of War, koliko god bio dobra igra i čak imao potencijala za nekakav akcioni film, verovatno neće dobaciti do nekog specijalnog kvaliteta... Klišeizirana je to pričica, a slobode koje su uzete u interpretaciji antičke mitologije u igri teško da će na filmu moći tek tako da prođu...

mafija_x

Ma samo da nije Uve Bol i bice ok.
izgubili smo se u sirini ideje

crippled_avenger

Hard to Handle If a Game Is Too Tough to Win, Can It Still Be Fun?By JAMIN BROPHY-WARREN

Japanese developer Treasure makes hard games. They're so difficult that many players don't last more than 10 seconds in the barrage of bullets and missiles in some of the levels of the company's newest shooter, Bangai-O Spirits, a game about a pair of young pilots controlling an armored robot.

As the audience for videogames grows, some developers worry that games are getting too easy. Games usually go through months of testing to iron out difficulties. But now a number of developers, such as Treasure and Capcom, are taking extra steps to toughen up their titles.


CapcomThis month, Capcom added some twists to Mega Man 9, the continuation of a two-decade-old action franchise about an android, which is being released this month. The developers replicated the feel of the original Nintendo titles and added features -- like screen flickers and slowed-down gameplay -- that made playing the older versions so demanding. The challenging franchise also features the usual perilous jumps and strong villains. "It's not just difficult for difficulty's sake," says the game's producer Hironobu Takeshita.

Why make a game so hard that only the most skilled and determined players can complete it? The audience for videogames is so varied now "that a developer can make hard games for core gamers," says Yuichi Sugisaki, the producer of Bangai-O Spirits. One of Treasure's previous titles, Ikaruga, re-released in April for Microsoft Xbox's Live Arcade, is so tough that some fans post their best performances on YouTube.

Making games difficult can be very easy. Developers can just make invincible enemies or create impassable obstacles. But there's an art to exasperating people in a way that keeps them interested in the game. Jesper Juul, a videogame researcher at MIT, says that frustration is what makes videogames different from other creative media. "It's about the feeling of inadequacy," he says. "You get stuck somewhere and feel stupid." That can lead to a sense of triumph if one does eventually succeed.

What makes games such as Bangai-O appealing is that glimmer of joy a player gets from even the smallest achievements. (I only squeaked through the tutorial for Bangai-O, so even mastering the accuracy aspect of the game was an accomplishment for me.)

"The thing I love about the classic games' difficulty is there's a satisfaction," says Mr. Sugisaki. "With Treasure games, our fans tell us 'Hey, I beat your game.' It's that feeling of being able to outperform others."
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

Meho Krljic

Bangai-O Spirits je uistinu stravično teška. I ja sam jedva prošao kroz tutorial i pojavio se sa druge strane sav krvav i sa modricama. Mega Man 9 deluje kao da je Capcom zaista napravio igru staru dvadesetak godina. Evo nešto iz press materijala za ovu igru:

QuoteWe want to HURT YOU," (...) "Mega Man 9 is the hardest game ever," (...) "You will die on every screen. At least a hundred times," (...) "Our goal is to make you cry and give up, not just on the game, or gaming, but life itself."

Zaista zvuči zastrašujuće.  :lol:

Nema nikakve sumnje u to da su danas igre značajno lakše nego nekad. Čak i 'teški' naslovi poput Devil May Cry ili Ninja Gaiden su apsolutni walk in a park u odnosu na recimo Gradiusa starog preko dve decenije i uopšte većinu starih igara.

Kako smo već pričali na posebnom topiku o najtežim igrama, veliki broj starih igara je bio težak prosto zato što je imao primitivnu mehaniku: nedovoljno precizne kontrole, nemuštu signalizaciju, nepreciznu detekciju sudara itd. Plus nisu bile plejtestirane onako opsežno kako se to danas radi pa su i čudne, neintuitivne i ultimativno nefunkcionane mehanike ulazile u igre, što se danas mnogo ređe dešava.

No, s druge strane, da, treba reći i da je mnogo današnjih igara nezanimljivo za igranje jer je naprosto prelako. Upravo ovih dana malo testiram svoju novu video-karticu igrajući Crysis Warhead i posle pređene dve misije na default nivou težine ozbiljno razmišljam da se vratim na početak i krenem na težem novu jer je igra smešno laka. Praktično mi ne uspeva da poginem čak i kada potpuno zapostavim stealthing i zaklone...

Napraviti igru koja će biti puna izazova a ne nefer teška zaista nije lako. God Hand je za mene bio jedna od takvih igara, pa čak i Ninja Gaiden II (osim u, er, nekim momentima kada sam hteo da polomim sve po kući). Alternativno, može se napraviti igra koja je dobra iako nema izazov u vidu težine, zato što igraču stavlja na raspolaganje kompleksnu ili samo raznovrsnu mehaniku koja je sama po sebi zadovoljstvo (na prmer Zelda igre, Okami...).

Iako je izazov lepa stvar, moram da priznam da me uvek iziritira kada u JRPG-u stignem do poslednjeg bossa i shvatim da moram da se sad vratim i igram još pet sati kako bih se izgrajndovao do dovoljno visokog nivoa da bih mogao da ga pobedim. U tom smislu skidam kapu BioWareu koji poslednjih pet godina ume igrača da provede kroz svoje RPG-ove tako da im deluje kao da su sasvim razumno i prirodno prolazili kroz priču i eventualne sajd-kvestove a da su opet do kraja stigli na dovoljno visokom nivou da poraze endbossa. Ovo jeste suviše lako za surovog hardcore igrača ali nije prosto spuštanje lestvice za potrebe casual igrača nego svest o tome da ja užitak u igri kombinacija uživanja u svim njenim elementima (priči, istraživanju, borbi, levelapovanju), ne samo u borbi i levelapovanju...

ridiculus

Ovaj tekst što ga je Cripple kopirao ovde izvlači iste zaključke kao i ja na onom topiku o najtežim igrama. I originalni Bangai-o, i ovaj njegov "nastavak", su prave "pucačke pazl igre", i zahtevaju od igrača oba talenta.
Dok ima smrti, ima i nade.

Meho Krljic

Od mene zahtevaju najmanje dva talenta previše  :cry:

ridiculus

Heh, da samo vidiš poslednji nivo (44) prvog Bangai-O.  :evil:

Ovaj novi ima 160 nivoa, valjda su ujednačeniji po težini, ali od onog vučem traume još uvek.
Dok ima smrti, ima i nade.

Father Jape

Quote from: "Meho Krljic"
No, s druge strane, da, treba reći i da je mnogo današnjih igara nezanimljivo za igranje jer je naprosto prelako. Upravo ovih dana malo testiram svoju novu video-karticu igrajući Crysis Warhead i posle pređene dve misije na default nivou težine ozbiljno razmišljam da se vratim na početak i krenem na težem novu jer je igra smešno laka. Praktično mi ne uspeva da poginem čak i kada potpuno zapostavim stealthing i zaklone...

Ja moram priznati da mi je, pomalo zacudjujuce, Warhead upravo iz tog razloga zabavniji od Crysisa. Ok, i cela igra ide malo gladje sad, ali upravo cinjenica da je igra na Hard jedna od najlaksih pucacina koje sam ikad igrao je cini toliko zabavnom. Jednostavno, postaje cist sandbox u kome ze zezam bezbrizno skakucuci, trckarajuci i pucajuci na sve strane. Municije ima na pretek, potrebe za zaklonom i oprezom prakticno nema. Cista, nedestilisana zabava.

Usput, jedini razlog sto igram Warhead a ne Clear Sky je jerbo su me bagovi u potonjem dotukli. Borio sam se s njima i frustrirajuci se stigao negde do druge polovine igre, kada me je igra jednostavno sprecila da idem dalje - kad udjem u sledecu oblast, neophodnu za dalji napredak, igra neizostavno izlece u Windows. Jedino da cekam patch i nadam se da cu moci da koristim stare saveove.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

A na kojoj si verziji Clear Sky? Ja sam je pečovao na 1.5.3 i sve se nadam da će mi tako dpustiti da je završim. Izašla je i zakrpa 1.5.4, kažu da dopušta da nastaviš sa sejvovima od 1.5.3, ali preporučuju da se ipak krene iz početka... Jebem ti Ukrajince, naprave najbolji savremeni FPS a onda ga upropaste jer nemaju dovoljno resursa za bugtesting...

Meho Krljic

Inače, ovo za Warhead, mislim, jeste, to što kažeš jeste, zabavno je što imaš mnogo toga što možeš da uradiš, pa, sad kad su protivnici bezopasni sve to i MOŽEŠ da radiš, ali posle određnog vremena to postane (barem meni) besciljno. Mislim, super za 15 minuta zajevancije, ali ja volim kada sve to što mogu da uradim ima dubinu a ne samo širinu. Jedini razlog što nisam iz početka krenuo na najtežem nivou je taj što prikazi igre tvrde da su u Warheadu vanzemaljci mnogo pametniji nego u originalnom Crysisu, pa nisam hteo da se zalijećem.

Jebote, posle Far Cry koji je bio BRUTALNO težak, ovo mi je potpuno nekako neprirodno.

Father Jape

Ume da postane besciljno... ali je zato bar igra prilicno kratka.  :lol: Ionako je FarCry2 tu iza coska.  :!:

EDIT: Verzija Clear Skyja je 1.500. Sad skidam patch 1.505, ako ne budu radili sejvovi verovatno se necu cimati da igram ispocetka. I'm getting too old for this shit.  :(
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

crippled_avenger

Što se gejminga tiče, ja sam tu potpuni njukamer, međutim, moram priznati da sam ja popizdeo kad sam shvatio da ispunjavanje svih story misija i svih levelupova nije dovoljno da se dostigne 100 % compeltion u SCRAFACEu. Na sve to, tražeći barem da vidim true ending na YouTube našao sam samo onaj kraj koji sam i ja dostigao kroz story, dakle čini se da su samo entuzijasti sa gamesfaq išli do samog kraja kada kao postoji još neki ending.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

Meho Krljic

Pa, pazi, sve te GTA-olike igre obično kad stigneš do kraja storylinea ti pokažu da si odradio oko 50% igre. Ja sam GTA IV temeljito igrao i jedva prebacio 50%. Mislim, to me ne potresa, zabole me uvo za trke i te stvari. I ne verujem da Scarface uopšte ima 'true ending', ne trudi se.

Father Jape

Quote from: "Father Jape"
EDIT: Verzija Clear Skyja je 1.500. Sad skidam patch 1.505, ako ne budu radili sejvovi verovatno se necu cimati da igram ispocetka. I'm getting too old for this shit.  :(

Patchovah na 1.504, sejvovi nisu radili, skinuh bundle sejvova nekog lika s neta, nastavih tacno tamo gde sam stao.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Vi mladi ste baš snalažljivi  :lol:

Samo pitanje: igraš krekovanu verziju? Pitam pošto nisam video krek za 1.5.04 ali moguće da se pojavio juče or something a da ja nisam video.

Father Jape

Jest, skinuh i crack za 1.504.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Fino, samo uživaj. Možda se i ja odvažim na apdejtovanje ako utvrdim da mi sa 1.5.03 ne deluje kao da imam šanse da završim...

Meho Krljic


cutter

Osnovana rok sekcija u školi ,,Dr Kosta Cukić"
Dejan Cukić drži časove rok kulture
Autor: A.M. | Foto:D.Grubin | 02.10.2008. - 09:57

Šezdesetih godina 20. veka, Elvis Prisli je, njemu svojstvenim njihanjem kukovima, prezentovao popularnu muziku na potpuno nov način i tako započeo rok revoluciju. Potom slede ,,Bitlsi", Bob Dilan, Džim Morison, ,,Rolingstounsi"...koji su, svako na svoj način, dali pečat rok kulturi - ispričao je Dejan Cukić na uvodnom času rok sekcije koju će voditi u privatnoj ekonomskoj školi i gimnaziji ,,Dr Kosta Cukić".

Dvadesetak učenika i nekoliko profesora pratilo je prvo predavanje tokom kojeg su na video bimu ,,išli" spotovi rok veterana.
Nastavak teksta ▼

- Odlična je ideja da nam uvedu rok sekciju. Inače slušamo rok i želimo da saznamo što više o njemu. Napravićemo bend tako da će nam mnogo značiti što učimo od muzičara kakav je Cukić - priča Darko (18), a njegov drug Ljubomir (17) dodaje da su im u školi obećali i instrumente na kojima će vežbati.
Na rok sekciji đaci će saznati kako se razvijala rok kultura i na koji način je stvorila nov sistem međuljudske komunikacije. Pričaće i o razvoju nosača zvuka, od gramofonske ploče do sadašnje revolucije slušanja muzike preko mobilnih telefona, o hipi pokretu, autorskim pravima, svim bitnim ,,rokerima"...Dejan Cukić, čiji je muzički razvoj tekao paralelno sa razvojem ovog muzičkog pravca, bez premišljanja je prihvatio predlog Jasmine Anđelković, direktorke škole, da bude predavač.
- Nemam nameru da deci pričam kako je rokenrol najbolja muzika i da to treba da slušaju, jer je to stvar ličnog izbora. Želim da im prenesem svoje znanje i da ih upoznam sa razvojem rok kulture na zanimljiv način. Možda odemo i do nekog muzičkog studija ili na tonsku probu da bi videli kako sve to u praksi funkcioniše - kaže Cukić čiju će knjigu ,,45 obrtaja" koristiti kao ,,literaturu".
Da ne bi došlo do mistifikacije, na sekciji će se baviti i tabu temama, oblicima zastarnjivanja u roku, svemu što potvrđuje moto ,,seks, droga i rokenrol" kojem je Cukić pridodao alkohol i destruktivno ponašanje. Obećao je đacima i zanimljive detalje, pomalo i tračeva, iz života rok zvezda.

Predavač i potomak
Dejana Cukića smo izabrali za predavača zato što je odličan poznavalac ove tematike i zato što ima vokabular koji je neformalan, ali ipak blizak profesorskom. Interesantno je i da je Dejan potomak dr Koste Cukića, čije ime nosi naša škola - kaže direktor Anđelković.

Meho Krljic

Jedva čekam da uvedu časove hip-hop kulture. Nadam se da će da ih drži MC Monogamija.

DušMan

I onda se na maturskoj večeri pošibaju Monogamija i Cukić oko neke maloletne ribe.
Nekoć si bio punk, sad si Štefan Frank.

Ghoul

Quote from: "Meho Krljic"Jedva čekam da uvedu časove hip-hop kulture.

što, ako dr zoća može nekoga da uči pisanju, možda cukić i ti vaši rep-cigani nekog nauče da stihoklepuje i svira?
https://ljudska_splacina.com/

Meho Krljic

Ili bar da budu kulturni dok to rade...

Nego, evo nečega što ne može a da ne izazove uzbuđenje ali i strah. Novi detalji o Deus Ex 3:

QuoteEidos confirms Deus Ex 3 is prequel

Eidos has confirmed that Deus Ex 3 is a prequel and features biological augmentations, a cover-based stealth system and customisable and upgradeable weaponry.

Speaking to PC Zone in a long-awaited preview, Eidos Montreal explained that the game is set in 2027, and that players take on the role of a private security officer called Adam Jensen at a lab specialising in biomods. Jensen's life gets interesting when black ops break into his work.

Clarifying the preview's contents, Eidos Montreal's community manager told Voodoo Extreme that the game is a "hybrid/action RPG just like the first game", and that, "There is a skill system where you upgrade your character (Adam) based off experience points you earn and you can do the same thing with weapons."

The unnamed community manager felt the need to point this out after fans went a bit potty about some of the preview's contents. Apart from the cover-based stealth system, which replaces stealth based on light and shadow, there's an auto-healing system a bit like Call of Duty's or Halo's shield, and weapons skill rather than statistics will be central to combat.

Eidos also said that players would not be limited to a single ammo type, and that weapons can be modified with scopes and mag upgrades amongst other things.

As for augmentations, the prequel still has 'em, and they include one that fires bungee cord-style tentacles out of your back to stop you plummeting to your death when you jump off a building, and one that allows you to punch through walls to reach enemies next door.

In broader terms, "The gameplay takes the form of a consequence-driven multi-path, multi-solution approach in a non-linear space," according to the Eidos chap who emailed Voodoo Extreme.

There was less specific information on how other RPG-style elements will work, but Eidos has previously said that it will keep faith with the first game's principles. "I think the dialogue, choice versus consequences, the depth and richness of the game is something that we will certainly conserve. There are other more specific features that we want to keep," Eidos Montreal general manager Stephane D'Astous noted last year.

Deus Ex 3 - announced almost a year ago - is thought to be in development for PC, PS3 and Xbox 360, and will use the same technology Crystal Dynamics did for Tomb Raider: Legend. Be sure to check out the original Deus Ex 3 teaser trailer to get an even vaguer sense of it all.

Odavde: http://www.eurogamer.net/article.php?article_id=253610

DušMan

Oh dođavola... Zar je i dvojka već izašla? Kao da sam juče igrao keca, u poslednjim danima svog igračkog iskustva.
Nekoć si bio punk, sad si Štefan Frank.

Meho Krljic

:cry:  :cry:  :cry:

Dvojka je indeed izašla... Pre pet godina... Dosta drame je bilo vezano za tu igru u ono vreme, pričaću ti jednom o tome...

Meho Krljic

Nego, vezano za gornji tekst, imam dve dileme.

Prva je vezana za biomodove, odnosno (nano?) augmentacije. Pošto je u pitanju prequel, Adam (ovo je suptilno ko pesnicom u oko, jebiga) bi trebalo da nema sofisticirane modove koje nose Paul i JC u prvom Deus Exu. Svi se sećamo da su njih dvojica bili praktično prvi agenti sa novom generacijom modova a da su stariji modovi bili više inženjersko-mehaničke prirode. Baš me zanima kako će to da izgleda u novoj igri, pogotovo taj 'bungee cord-style tentacles out of your back to stop you plummeting to your death when you jump off a building'.

Drugo je taj cover-based stealth i recharging health. Mislim, poštujem ja da treba prodavati igre i omladini koja nije igrala originalni DX i sve to, ali da li baš SVAKA akciona igra sada mora da krade i otima od Gears of War??? Deus Ex NIKADA nije bio igra brzog tempa i adrenalinski nabudžene akcije, već naprotiv, uglavnom igra pažljivog planiranja i strateških odluka. Ajde da prihvatimo cover-based stealth, to mu dođe kao Metal Gear Solid, pa u redu, ali recharging health??? To, bojim se potpuno menja situaciju i pretvara napeti triler u dinamični šuter, što SVAKAKO nije onako kako ja zamišljam Deus Ex. Kada su za potrebe nastavka pojednostavili inventar, ukinuli Experience Points, uveli univerzalnu municiju i još neke sitnice, to je već bilo prilično loše, ali ovo sad deluje kao da će igra samo po imenu podsećati na Deus Ex (a to me podseća na Project Snowblind i... nisu to prijatne uspomene)... Mislim, kad smo već kod toga, Deus Ex je mapirao štetu koju je JC trpeo kroz borbu, odvojeno na svaki deo tela, što je imalo uticaja na njegove performanse, jelte, tako da je sad ova dovitljiva ideja o recharging healthu dovoljna da me prilično oneraspoloži...

angel011

Quote from: "Ghoul"što, ako dr zoća može nekoga da uči pisanju,

:x

Naravno da može. I to jako dobro.

Izvinjavam se na totalnom oftopičarenju.
We're all mad here.

ridiculus

Ja sam već jednom naseo na hajp oko Deus Eksa (dvojke), tako da mi ovo ne znači mnogo iako je prvi deo jedna od najboljih igara koje sam igrao na PC-ju, a i šire.

Ipak se ne slažem da je Deus Ex bio igra "potpune slobode", kao što to mnogi tvrde, za razliku od Half-Life-a, recimo. Deus Ex je imao nekoliko linearnih puteva spojenih u jedan. Pređimo na sekund u teoriju grafova: uzmemo 2 tačke, A i B. U Half-Life-u ih spajamo jednom linijom, u Deus Ex-u sa nekoliko (3-4 u proseku). Od igrača zavisi koji put će da izabere. Ali tačke A i B ostaju nepromenjene. Sloboda u Deus Eks-u je samo jedna lepa iluzija i to čini igru boljom.

Uzgred, ja se uopšte ne sećam priče, sem nekih nagoveštaja o padu meteora u Afriku i Iluminatima i odlasku u Hong-Kong... Ali se zato sećam većine augmentacija i skilova!  :!:
Što me navodi na misao da priča, koliko god je neki hvalili, nije bitna po sebi - da je drugačija, igra bi bila ista. Deus Ex je iskustvo.
Dok ima smrti, ima i nade.

Meho Krljic

Istina.

Doduše, iako se o 'potpunoj slobodi' svakako ne može pričati, Deus Ex se mogao podičiti time da si zaista do te poslednje tačke prelazio dosta različite puteve u zavisnosti od odluka koje si doneo tokom igranja. Moram da kažem da mi je jedan od najdražih momenata u celokupnom igračkom iskustvu uopšte bio onaj kada sam Gunthera razneo u komade izgovarajući killswitch frazu koja je detonirala njegove augmentacije, a koju sam našao tako što sam se šunjao po kancelarijama UNATCO-a i hakovao neke od računara. A što ne bih mogao da uradim da nisam imao dovoljno visok nivo haking skilova, da nisam odabrao stealth način igranja umesto akcionog i da nisam bio dovoljno radoznao. Nirvana!!!

Elem, Deus Ex je ipak imao četiri različita kraja, tako da, iako se može govoriti o konvergentnim putanjama prema kraju, bez obzira na stil igranja koji ste odabrali, sasvim je sigurno da pričamo o igri koja se u velikoj meri adaptira na odluke igrača, za razliku od skoro bilo koje druge First Person igre u poslednjih deset godina. Uspeh je još veći kad čovek pomisli da je uz svu tu, popriličnu velim, slobodu, Deus Ex ipak ispričao, za igračke pojmove, vrlo solidnu priču.

Nastavak Invisible War je bio svakako slabija igra, ali ključno je da je trpeo najviše zbog poređenja sa originalom. Da nije pre njega postojao Deus Ex, verujem da bi IW bio ocenjen kao falično remek-delo (falično, u smislu falinki a ne falusa). No, kako sam i ja jedan od onih koji su se lupali po čelu i škrgutali zubima zbog te igre, ne mogu da budem objektivan.

Ion Stormov forum je u vreme pre izlaska Invisible War bio poprište neviđene melodrame. Ljudi su se, posle igranja demoa koji je izbačen oko nedelju dana pre izlaska igre maltene zaricali da će izvršiti samoubistvo, pokretali peticije, zaklinjali se da će naći Harvija Smita i sahraniti ga živog sa sve decom i kućnim ljubimcima, opsesivno analizirali svaki element gejmpleja i njegove konsekvence na celokupnu igru, debatovali o nelinearnosti, odlukama, etičkim komponentama odluke da se u igru uvede univerzalna municija itd... behu to dobra, mada tužna vremena  :lol:

ridiculus

Quote from: "Meho Krljic"Istina.
Moram da kažem da mi je jedan od najdražih momenata u celokupnom igračkom iskustvu uopšte bio onaj kada sam Gunthera razneo u komade izgovarajući killswitch frazu koja je detonirala njegove augmentacije, a koju sam našao tako što sam se šunjao po kancelarijama UNATCO-a i hakovao neke od računara. A što ne bih mogao da uradim da nisam imao dovoljno visok nivo haking skilova, da nisam odabrao stealth način igranja umesto akcionog i da nisam bio dovoljno radoznao. Nirvana!!!

I ja sam najviše razvijao hakerske veštine. Meni je to bilo zanimljivije nego da ronim. Mada volim i da koristim snajper (u svim igrama) i šunjam se po krovovima.
Dok ima smrti, ima i nade.

Meho Krljic

Da, i ja sam razvio snajperisanje, mada je municije za snajper u toj igri bilo skandalozno malo.  :lol:

crippled_avenger

Seven years after the destruction of Raccoon City, Leon and Claire are back as the war against the zombies rages on in Resident Evil: Degeneration, a co-production of CAPCOM Co., Ltd. and Sony Pictures Entertainment Japan Co., Ltd. based on the popular video game franchise.

Making its worldwide theatrical debut in Japan on October 18, 2008, Resident Evil: Degeneration will be exhibited in the US at the New York City Horror Film Festival on November 13th and at a screening in Los Angeles on November 18th hosted by Fangoria.

Produced by renown gaming producer Hiroyuki Kobayashi (associate producer of Resident Evil: Apocalypse and video game producer of "Resident Evil 4" and "Devil May Cry 4") and directed by Makoto Kamiya (special effects director of L: Change The World, Godzilla, Mothra and King Ghidorah: Giant Monsters All Out Attack), Resident Evil: Degeneration is a spectacular, CG-animated thrill-ride that takes the terrifying zombie action of the blockbuster Resident Evil franchise to a whole new level with jaw-dropping visual effects and heart-pounding suspense.

The "Umbrella Incident" that took place in Raccoon City ended with a missile attack ordered by the government intended to wipe out the deadly zombie virus. Following this catastrophe, the Umbrella Corporation's stock plummeted, bankrupting the business giant. Seven years later, at an airport in the Heartland of America, a commercial airliner unwittingly delivers some deadly cargo. Now, in an airport beginning to fill with the undead, the horrific disaster is about to repeat itself.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

crippled_avenger

James Caan, Gabriel Macht, Peter Stormare and Rachael Taylor have joined the cast of indie drama "Middle Men" reports Variety.

Andy Weiss' script centers on a straight-and-narrow businessman who builds the first online billing company dealing exclusively with adult entertainment.

He soon finds himself in the middle of a whirlwind filled with starlets, conmen, Russian mobsters, federal agents and international terrorists.

Luke Wilson and Giovanni Ribisi have already been cast in the George Gallo-directed project. Shooting begins later this month in Phoenix.
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

Father Jape

Aaaa stari dobri Deus Ex.

I pored neizblaansiranosti mi nije smetalo da igru predjem tri puta. Sto je verujem presedan u mojoj igrackoj karijeri.
Kad kazem neizbalansiranost, mislim kako su puske ubedljivo najkorisniji skil, i kako vecina augmentacija nema preteranu svrhu. Tj. par njih su ocigledne i neophodne, a ostale su samo kozmetika i zezanje.

IW sam video na kratko i batalio. Mada sam igru unapred otpisao kad sam cuo za ukidanje expa i univerzalnu municiju.
Ukratko, od trojke nemam nikakva ocekivanja, te cu se praviti da ne postoji.  :lol:
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Quote from: "Father Jape"mislim kako su puske ubedljivo najkorisniji skil

Ja sam na prvom prolazu kroz igru koristio isključivo hladno oružje i teško naoružanje (bacače plamena, raketne bacače) a na drugom stun prod i strelice za uspavljivanje. Dakle, nikada puške.

Father Jape

Ne kazem da nije moguce i vrlo zabavno. Pa cak i lako. Ali jos uvek mislim da se puske nekako namecu kao... pa recimo najprakticniji izbor.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Pa i pričam ti da se meni nisu nametnule ni u jednom prelasku. Ajde, u ovom drugom sam se još i bahati, ali u prvom sam igrao po svojim prirodnim afinitetima. To i jeste snaga Deus Ex, što je bio dovoljno izbalansiran da podrži skoro svaku kombinaciju koju si mogao da smisliš i da ti da kvalitetan gejmplej u svakom slučaju...

Father Jape

Ok, ok, ali jos uvek mislim da je Systen Shock 2 bio izbalansiraniji. :evil:

Eh, zasto vise ne prave takve igre... Ako me na kraju i Fallout 3 razocara... verovatno se nista nece desiti, al' eto.  :(
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

crippled_avenger

Island najzad plaća cenu priznavanja banana republike Crne Gore i lažne natovske države Kosova:

Iceland teeters on the brink of bankruptcy By JANE WARDELL, AP Business Writer
Tue Oct 7, 3:40 PM ET



REYKJAVIK, Iceland - This volcanic island near the Arctic Circle is on the brink of becoming the first "national bankruptcy" of the global financial meltdown.

ADVERTISEMENT

Home to just 320,000 people on a territory the size of Kentucky, Iceland has formidable international reach because of an outsized banking sector that set out with Viking confidence to conquer swaths of the British economy — from fashion retailers to top soccer teams.

The strategy gave Icelanders one of the world's highest per capita incomes. But now they are watching helplessly as their economy implodes — their currency losing almost half its value, and their heavily exposed banks collapsing under the weight of debts incurred by lending in the boom times.

"Everything is closed. We couldn't sell our stock or take money from the bank," said Johann Sigurdsson as he left a branch of Landsbanki in downtown Reykjavik.

The government had earlier announced it had nationalized the bank under emergency laws enacted to deal with the crisis.

"We have been forced to take decisive action to save the country," Prime Minister Geir H. Haarde said of those sweeping new powers that allow the government to take over companies, limit the authority of boards, and call shareholder meetings.

A full-blown collapse of Iceland's financial system would send shock waves across Europe, given the heavy investment by Icelandic banks and companies across the continent.

One of Iceland's biggest companies, retailing investment group Baugur, owns or has stakes in dozens of major European retailers — including enough to make it the largest private company in Britain, where it owns a handful of stores such as the famous toy store Hamley's.

Kaupthing, Iceland's largest bank and one of those whose share trading was suspended last week to stop a huge sell-off, has also invested in European retail groups.

Thousands of Britons have accounts with Icesave, the online arm of Landsbanki that regulators said was likely to file for bankruptcy after it stopped permitting customers to withdraw money from their accounts Tuesday.

To try to wrest control of the spiraling situation, the government also loaned $680 million to Kaupthing to tide it over and said it was negotiating a $5.4 billion loan from Russia to shore up the nation's finances.

The speed of Iceland's downfall in the week since it announced it was nationalizing Glitnir bank, the country's third largest, caught many by surprise despite warnings that it was the "canary in the coal mine" of the global credit squeeze.

Famous for its cod fishing industry, geysers, moonscape and the Blue Lagoon, Iceland was the site of the Cold War showdown in which Bobby Fischer of the United States defeated Boris Spassky of the Soviet Union in 1972 for the world chess championship. Last year, Iceland won the U.N.'s "best country to live in" poll, with its residents deemed the most contented in the world.

No more.

Despite sunny skies Tuesday after three days of unseasonably cold weather, Reykjavik's mood remained grim — cafes were half-empty, real estate agents sat idle, and retailers reported few sales.

"I'm really starting to get worried now. Everything is bad news. I don't know what's happening," said retiree Helga Jonsdottir as she headed to a supermarket.

Icelanders are also beginning to question how a relative few were able to generate the disproportionate wealth — and associated debt — that Haarde has warned puts the entire country at risk of bankruptcy.

Iceland's reinvention from the poor cousin in Europe to one of the region's wealthiest countries dates to the deregulation of the banking industry and the creation of the domestic stock market in the mid-1990s.

Those free market reforms turned Iceland from a conservative, inward-looking country to one of a new generation of internationally educated young businessmen and women who were determined to give Iceland a modern profile far beyond its fishing base.

Entrepreneurs become its greatest export, as banks and companies marched across Europe and their acquisition wallets were filled by a stock market boom and a well-funded pension system. Among the purchases were the iconic Hamley's toy store and the West Ham soccer team.

Back home, the average family's wealth soared 45 percent in half a decade and gross domestic product rose at around 5 percent a year.

But the whole system was built on a shaky foundation of foreign debt.

The country's top four banks now hold foreign liabilities in excess of $100 billion, debts that dwarf Iceland's gross domestic product of $14 billion.

Those external liabilities mean the private sector has had great difficulty financing its debts, such as the more than $5.25 billion racked up by Kaupthing in five years to help fund British deals.

Iceland is unique "because the sheer size of its financial sector puts it in a vulnerable situation, and its currency has always been seen as a high risk and high yield," said Venla Sipila, a senior economist at Global Insight in London.

The krona is suffering in part from a withdrawal by a falloff in what are called carry trades — where investors borrow cheaply in a country with low rates, such as Japan, and invest in a country where returns, and often risks, are higher.

After watching the free-fall for several days, the Central Bank of Iceland stepped in Tuesday to fix the exchange rate of the currency at 175 — a level equal to 131 krona against the euro.

Haarde said he believed the measures had renewed confidence in the system. He also was critical of the lack of an Europe-wide response to the crisis, saying Iceland had been forced to adopt an "every-country-for-itself" mentality.

He acknowledged that Iceland's financial reputation was likely to suffer from both the crisis and the response despite strong fundamentals such as the fishing industry and clean and renewable energy resources.

As regular Icelanders begin to blame the government and market regulators, Haarde said the banks had been "victims of external circumstances."

Richard Portes of the London Business School agreed, noting the banks were well-capitalized and had not bought any of the toxic debt that has brought down banks elsewhere.

"I believe it is absolutely wrong to say these banks were reckless," said. "Quite the contrary. They were hugely unlucky."
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam

Meho Krljic

Eto im sad njihovi Bjork i Sugarcubes!!!

Nego, evo nešto za Crippleta, igra Afro Samurai, pravljena po Animi u kojoj Samuel L. Jackson služi kao model za glavnog lika koji je - crni samuraj!!!

Nažalost, trejleri nisu naročito obećavajući.

http://www.youtube.com/watch?v=RDcd0J2tsbY

http://www.youtube.com/watch?v=kL65AzkjnzA&NR=1

Muziku je pravio RZA što je dobro, ali akcija izgleda kao loša verzija Ninja Gaiden...

crippled_avenger

ŽiKKKa danas počinje novu radio emisiju na Novom Radio Beogradu.

Neću biti kući da slušam, ipak očekujem od tebe kao doajena srpskog radija da nam doneseš izveštaj kako je bilo.

http://www.noviradiobeograd.com/specijalnonevaspitanje.html
Nema potrebe da zalis me, mene je vec sram
Nema potrebe da hvalis me, dobro ja to znam