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<channel>
	<title>diablo &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://en.wordpress.com/tag/diablo/</link>
	<description>Feed of posts on WordPress.com tagged "diablo"</description>
	<pubDate>Wed, 25 Nov 2009 13:40:58 +0000</pubDate>

	<generator>http://en.wordpress.com/tags/</generator>
	<language>en</language>

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<title><![CDATA[Los crímenes de los brujos]]></title>
<link>http://psicodelirium.wordpress.com/2009/11/25/los-crimenes-de-los-brujos/</link>
<pubDate>Wed, 25 Nov 2009 08:18:12 +0000</pubDate>
<dc:creator>Daemonicus Imprimatur</dc:creator>
<guid>http://psicodelirium.wordpress.com/2009/11/25/los-crimenes-de-los-brujos/</guid>
<description><![CDATA[Inauguramos con este post las Primeras Jornadas Brujas de Psicodelirium&#8230; Akelarre, akelarre!!!]]></description>
<content:encoded><![CDATA[Inauguramos con este post las Primeras Jornadas Brujas de Psicodelirium&#8230; Akelarre, akelarre!!!]]></content:encoded>
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<title><![CDATA[Invitados Expo Comic ´09 Chile – Juan Vázquez]]></title>
<link>http://culturacomic.com/2009/11/24/invitados-expo-comic-%c2%b409-chile-%e2%80%93-juan-vazquez/</link>
<pubDate>Wed, 25 Nov 2009 02:27:42 +0000</pubDate>
<dc:creator>alvamarquina</dc:creator>
<guid>http://culturacomic.com/2009/11/24/invitados-expo-comic-%c2%b409-chile-%e2%80%93-juan-vazquez/</guid>
<description><![CDATA[Obra de Juan Vázquez Juan Vázquez, nació el 7 de abril de 1965, en Puente Alto, Santiago de Chile, c]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><div id="attachment_26021" class="wp-caption alignnone" style="width: 246px"><a href="http://culturacomic.wordpress.com/files/2009/11/pinguinos-juan-vazquez.jpg"><img class="size-full wp-image-26021" title="pinguinos juan vazquez" src="http://culturacomic.wordpress.com/files/2009/11/pinguinos-juan-vazquez.jpg" alt="" width="236" height="498" /></a><p class="wp-caption-text">Obra de Juan Vázquez</p></div>
<p>Juan Vázquez, nació el 7 de abril de 1965, en Puente Alto, Santiago de Chile, con estudios en el Liceo Experimental Artístico, egresado con mención en pintura y gráfica.</p>
<p>Titulado en: Pedagogía, de la Universidad de las Ciencias de la Educación: UMCE, ha publicado diversas revistas, entre las cuales se destacan: <em><strong>Acido, Matucana, Trauko, Bandido y Diablo</strong></em> co creado con <a href="http://culturacomic.com/2009/03/18/ganadores-de-los-concursos-de-tu-revista-pin-up/"><strong>Mauricio Herrera</strong></a><em><strong>.<br />
</strong></em></p>
<p>&#160;</p>
<p>Actualmente pertenece al staf de dibujantes, del exitoso juego: Mitosy Leyendas, de Salo, y es Profesor de Dibujo del Liceo Experimental Artístico.</p>
<ul>
<li><strong>Juan Vázquez</strong>, estarán presentes en <a href="http://culturacomic.com/tag/expo-comic-09/">Expo Comic 09 en Santiago de Chile 27 al 29 de noviembre de 2009</a>.</li>
<li>Conocer al <a href="http://culturacomic.com/tag/invitados-expo-comic-%C2%B409-chile/">resto de los invitados</a>.</li>
</ul>
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<title><![CDATA[Shedding light on Healadins]]></title>
<link>http://akheon.wordpress.com/2009/11/24/shedding-light-on-healadins/</link>
<pubDate>Tue, 24 Nov 2009 17:58:14 +0000</pubDate>
<dc:creator>akheon</dc:creator>
<guid>http://akheon.wordpress.com/2009/11/24/shedding-light-on-healadins/</guid>
<description><![CDATA[I&#8217;ve done a total of three healadins on hardcore Diablo II. I enjoy the build because of its u]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>I&#8217;ve done a total of three healadins on hardcore Diablo II. I enjoy the build because of its unorthodox nature, not to mention it is generally extremely strong against undead. My first two focused on Holy Bolt + healing aura (either Cleansing or Meditation with Prayer maxed, Salvation and misc. auras on switch) and a healing A2 merc. First one got to hell (where I never proceeded onward thanks to the lack of decent parties), second to NM end. Neither died in battle or via PK as of yet, but technically they&#8217;re as good as retired already.</p>
<p>My third healer was a more experimental build. It was melee-oriented, using Charge as main attack. Not much Holy Bolt use or investment. All healing, if needed, was done using Cleansing (salvation, vigor, etc. on switch). Main weapon was Insight (lvl req 27), which effectively <strong>doubles</strong> prayer bonus. +59 healing aura to everyone, plus the benefit of a healing merc (who brought the total figure closer to +65 healing.) Another bonus with this build is that Meditation goes very well with Charge (compensating for that big mana cost.) I just love playing like this. Almost hard to return doing builds that have no regen healing at all (which is the norm, sadly.) Unfortunately even +65 regen healing starts to get somewhat lacking at mid-way of Nightmare, but before that, you and your party are kept very safe. With twinking you could get almost +200 total regen healing aura, which sounds completely ridiculous&#8230; <em>(currently at NM end, but might not continue becuse hell is like it is&#8230;)</em></p>
<p>It&#8217;s a build that is a different one and also very cool to play. I might do a new one in near-future.</p>
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<title><![CDATA[Diablo III nu va iesi curand pe piata]]></title>
<link>http://gabrielwebdes.wordpress.com/2009/11/24/diablo-iii-nu-va-iesi-curand-pe-piata/</link>
<pubDate>Tue, 24 Nov 2009 11:46:00 +0000</pubDate>
<dc:creator>gabrielwebdes</dc:creator>
<guid>http://gabrielwebdes.wordpress.com/2009/11/24/diablo-iii-nu-va-iesi-curand-pe-piata/</guid>
<description><![CDATA[Din pacate o veste nu tocmai buna a sosit de la Blizzard pentru fanii jocului Diablo. Cei care astep]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://gabrielwebdes.wordpress.com/files/2009/11/diablo3.jpg"><img class="alignleft size-full wp-image-314" style="margin-right:10px;" title="Diablo3" src="http://gabrielwebdes.wordpress.com/files/2009/11/diablo3.jpg" alt="" width="180" height="130" /></a>Din pacate o veste nu tocmai buna a sosit de la <strong>Blizzard </strong>pentru fanii jocului <strong>Diablo</strong>.</p>
<p>Cei care asteptau iesirea celui de-al treilea titlu, <strong>Diablo III</strong>, mai au de asteptat.<br />
Rob Pardo, VP executiv al departamentului de game design din cadrul Bllizard, ne-a anuntat ca <strong>Diablo III</strong> nu va fi lansat prea curand si se aud zvonuri ca nici macar in 2010.</p>
<p>“Am invatat din greselile pe care le-am facut in trecut cand anuntam lansarea unui joc mult prea devreme. Si, desi promiteam de fiecare data ca nu se va mai intampla asta, mereu repetam aceesi greseala. Si as prefera sa fac mereu aceasta greseala decat sa lansez un joc slab. Asa ca, acum va pot spune ca <strong>Diablo III</strong> nu va fi lansat anul viitor.”</p>
<p>Nu ne ramane decat sa asteptam si sa speram ca atunci cand se va lansa va fi ceva cu adevarat colosal.</p>
<p>Sursa: <a href="http://www.soft.ro" target="_blank">Soft.ro</a></p>
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<title><![CDATA[Zombies shuffling towards console MMO]]></title>
<link>http://stuffisstuff.wordpress.com/2009/11/24/zombies-shuffling-towards-console-mmo/</link>
<pubDate>Tue, 24 Nov 2009 10:19:07 +0000</pubDate>
<dc:creator>Nick Towers</dc:creator>
<guid>http://stuffisstuff.wordpress.com/2009/11/24/zombies-shuffling-towards-console-mmo/</guid>
<description><![CDATA[Seattle, Washington based Undead Labs, is currently working on a console bound MMOZ. MMOZ? Yeah, Mas]]></description>
<content:encoded><![CDATA[Seattle, Washington based Undead Labs, is currently working on a console bound MMOZ. MMOZ? Yeah, Mas]]></content:encoded>
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<title><![CDATA[Naczelny spada ze ściany, Zuzanna (nie) pisze erotyka a szafa jest oczywiście pełna]]></title>
<link>http://qfant.wordpress.com/2009/11/23/naczelny-spada-ze-sciany-zuzanna-nie-pisze-erotyka-a-szafa-jest-oczywiscie-pelna/</link>
<pubDate>Mon, 23 Nov 2009 10:35:45 +0000</pubDate>
<dc:creator>Zuzanna Lenska</dc:creator>
<guid>http://qfant.wordpress.com/2009/11/23/naczelny-spada-ze-sciany-zuzanna-nie-pisze-erotyka-a-szafa-jest-oczywiscie-pelna/</guid>
<description><![CDATA[To był jeden z tych pięknych dni, gdy nic się nikomu nie chce a czas jakby zwalnia i toczy się bezgł]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p style="text-indent:1cm;">To był jeden z tych pięknych dni, gdy nic się nikomu nie chce a czas jakby zwalnia i toczy się bezgłośnie w koleinie codzienności. Muchy srają, wybałuszając oczy, pająki kołyszą się na powietrznych swych huśtawkach a godziny rozpadają jak kule dmuchawca i ulatują chmarą minut w nicość.</p>
<p style="text-indent:1cm;">Drzwi redakcji otworzyły się z hukiem. Ze ściany spadło zdjęcie Naczelnego. Naczelny podniósł głowę znad biurka. Pęknięta szybka wypadła z cichutkim brzękiem na walający się pod ścianą maszynopis. Pełno ich było, poustawianych w krzywe stosy niezamówionych tekstów, recenzji, nowych książek i starych numerów Playboya.</p>
<p style="text-indent:1cm;">– Co to? – spytał, niespiesznie mieszając cukrem w herbacie. – Kogo diabli przynieśli?</p>
<p style="text-indent:1cm;">– Przeciąg – odpowiedziała leniwie Zuzanna, pozorując pisanie opowiadania erotycznego, o które już się kilka razy upominał. Od lanczu przeszła już dwa levele Diablo i szła na rekord.</p>
<p style="text-indent:1cm;">– Pociąg – westchnął tęsknie Tomasz, porządkując zdjęcia z Afryki.</p>
<p style="text-indent:1cm;">– Pośpiech! – Jacek wszedł dziarsko, rzucił kapelusz (Fedora, a jakże) na wieszak i popukał w szkiełko zegarka. – No, ruszcie się.</p>
<p style="text-indent:1cm;">– Po co? – Naczelny odchylił się na krześle i ziewnął. – Co jest?</p>
<p style="text-indent:1cm;">– Czwarty. – Jacek zdusił papierosa w bułce z białym serem.</p>
<p style="text-indent:1cm;">– Ta… – Naczelny nie bez uczucia urazy wydłubał peta. – Czwarty, i co?</p>
<p style="text-indent:1cm;">Poprzednio był trzeci i się tak nie emocjonowałeś, Jack. Przyniosłeś artykuł o kwantowej teorii pola? – Zagadnął a propos, gdyż lubił porządek i dyscyplinę.</p>
<p style="text-indent:1cm;">– Co? – Jacek rozpiął marynarkę a glock na szelce lekko odznaczył się pod ciemną tkaniną. Potoczył po nich chmurnym spojrzeniem. – Ale jest czwarty…</p>
<p style="text-indent:1cm;">– Wiem. – Naczelny pracowicie oczyścił ser z popiołu i resztek tytoniu. – Wszyscy wiemy – dodał łagodnie i wywalił bułkę do kosza. – Czwarty.</p>
<p style="text-indent:1cm;">– No, a potem będzie piąty i szósty… – Zuzanna zarąbała kolejnego nieumarłego. I jeszcze jednego. – I kolejny.</p>
<p style="text-indent:1cm;">Kwiknęła radośnie, patrząc jak z beczek i kościotrupów sypie się złoto. Będzie mogła pohazardować u Elzixa. Stać ją!, pomyślała, napychając kieszenie kruszcem.</p>
<p style="text-indent:1cm;">– Trup?</p>
<p style="text-indent:1cm;">– Numer – sprostował Tomasz.</p>
<p style="text-indent:1cm;">– Trup! – uparł się Jacek, wyciągając papierosa z paczki.</p>
<p style="text-indent:1cm;">– Numer – powtórzył cierpliwie Naczelny, pokazując kalendarz z wielką, zakreśloną na czerwono datą. – W styczniu.</p>
<p style="text-indent:1cm;">– Trup. W szafie.</p>
<p style="text-indent:1cm;">Zuzanna oderwała wzrok od monitora. Tomasz upuścił słonia a Naczelny odchylił się w fotelu, uniósłszy brwi.</p>
<p style="text-indent:1cm;">– Chcecie zobaczyć, czy zaczekacie na policję? – Jack przerwał ciszę. Nagle zerwali się ze swoich miejsc i rzucili na korytarz. Minęli pokój grafików, serwerownię, skręcili za sekretariatem, przecisnęli koło wielkiego fikusa czy filodendrona przy pokoju socjalnym, omal nie połamali nóg na ciasnych, wąskich schodkach prowadzących na strych i pchnęli skrzypiące drzwi do archiwum.</p>
<p style="text-indent:1cm;">– No – powiedział Tomasz.</p>
<p style="text-indent:1cm;">– No… – mruknęła Zuzanna.</p>
<p style="text-indent:1cm;">– No! – chrząknął Jacek.</p>
<p style="text-indent:1cm;">– No to mamy problem – podsumował Naczelny, spoglądając na zwłoki.</p>
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<title><![CDATA[Review: Borderlands [PC]]]></title>
<link>http://carlmwheeler.wordpress.com/2009/11/22/review-borderlands/</link>
<pubDate>Sun, 22 Nov 2009 22:32:31 +0000</pubDate>
<dc:creator>Carl</dc:creator>
<guid>http://carlmwheeler.wordpress.com/2009/11/22/review-borderlands/</guid>
<description><![CDATA[What is it? Borderlands is an FPS-RPG hybrid, with four-player cooperative gameplay, developed by Ge]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><h3>What is it?</h3>
<p>Borderlands is an FPS-RPG hybrid, with four-player cooperative gameplay, developed by Gearbox Software and published by 2K Games. Players can choose between four different characters, each having various qualities and pseudo roles to play&#8211;though these are not strictly enforced. Loot is a significant part of the game, as there are thousands (millions?) of potential weapons, artifacts, grenade mods, shields, and class mods that are procedurally generated. There are hundreds of missions to go on as players (if coop, player if not) kill baddies with said potential weapons, collecting loot, and dying&#8230;frequently. Think of it as Diablo meets first person shooter.</p>
<h3>What&#8217;s good?</h3>
<p><span style="color:#00ffff;"><strong>The cooperative game play.</strong> </span>Sure, you can play through the game alone in traditional single-player fashion, but doing it with three other people is much more enjoyable. That&#8217;s just the way coop is, and why it&#8217;s a significant trending feature in modern gaming. Borderlands is the epitome of that. The more people playing, the more difficult the game is as baddies are given more health and spawn in greater numbers. And discovering loot is better when there are others around to see it.</p>
<p><span style="color:#00ffff;"><strong>The addictive loot system.</strong></span> Thousands of weapons are procedurally generated, and all weapons fall under several classes in color coded fashion a la MMOs like World of Warcraft. Each weapon has a manufacturer, of which there are several and they all have certain traits&#8211;some manufacturers make weapons with high damage but slow reload rates or lower magazine sizes, and another makes weapons with guaranteed elemental damage but with generally lower overall damage. There is no armor to collect, but there are character mods which effects a character&#8217;s skills or offer team bonuses, shields, and grenade mods. Sticking around in game to find that next chest full of weapons or killing the next &#8220;named&#8221; mob to see what goody loot it drops makes it addictive. Ask any World of Warcraft or Diablo player.</p>
<p><span style="color:#00ffff;"><strong>The RPG elements.</strong> </span>Borderlands has four character &#8220;classes,&#8221; and each class has three specialization paths players can spend points in&#8211;points that are collected after leveling up. Each weapon type has a skill that is leveled simply through using that type of weapon. Think Oblivion or Star Wars Galaxies (pre-NGE, of course)&#8211;you level up what you use. Why don&#8217;t all RPGs use this system? It makes the most logical sense. Anyway, these RPG elements add just enough depth to the game to make it interesting, but it&#8217;s not so much that it might put off fans of first person shooters who don&#8217;t like RPGs.</p>
<p><strong><span style="color:#00ffff;">Awesome art direction. </span></strong>Borderlands runs on the Unreal Engine, though it doesn&#8217;t look like it because of the art direction. In fact, the art direction was changed completely late in the game&#8217;s development from a more mundane, realistic approach to the beautiful, artsy cel-shaded design it wields now&#8211;Gearbox made the right decision. Borderlands is gorgeous, though the animation could have used some work.</p>
<p><span style="color:#00ffff;"><strong>Great shooting element.</strong></span> It&#8217;s very solid, well polished, tight&#8230;blah blah blah&#8230;and all those other cliched utterances I would just love to use to describe how wonderful the shooting is. I&#8217;m not creative enough to avoid those cliches. Borderlands is about what you&#8217;d expect from Gearbox. And because of the RPG elements, the shooting gets a nice touch&#8211;feedback when shooting enemies. The damage done to enemies shows up above the enemy&#8217;s head in RPG fashion. I like this so much that it makes other shooters seem more numb and lifeless when shooting at baddies.</p>
<h3>What&#8217;s bad?</h3>
<p><span style="color:#800000;"><strong>There&#8217;s essentially no story.</strong></span> Okay, there is, but it&#8217;s uninteresting. It&#8217;s a ghostly existence. The story in all the quests, whether vital to the overall narrative or not, mimic those of MMO quests&#8211;or, rather, players mimic how they play MMOs when accepting and completing quests in Borderlands. Either way, it all exists for the sake of pushing the player in this direction, or that. Granted, Borderlands holds up just fine with the pew-pew and cooperative bits, but a deeper narrative and more immersive application of quest giving would have only made the game that much better.</p>
<p><span style="color:#800000;"><strong>Crappy multiplayer connectivity (PC version).</strong> </span>For the PC version, the server browser (powered by GameSpy) seems lacking, and players must configure their router in order to host games&#8211;which means most of the games you see in the server browser cannot be connected to. Here&#8217;s a game I wouldn&#8217;t mind having matchmaking, though I realize it would require a revamp of how the entire cooperative experience works. I figure something akin to Left 4 Dead could work.</p>
<p><span style="color:#800000;"><strong>Too much traveling.</strong></span> Sure, there are vehicles. Sure, there is infinite sprint. And sure, there are teleportation terminals through-out the world (not accessible when the game starts), but players still run around a lot. And the world, while interesting in some areas, a bit boring in others, and still amazing looking no matter what, is pretty large. Perhaps if the teleportation system worked better, or it was easier to determine where to turn in completed quests&#8230;and the teleportation system worked better&#8230;it&#8217;d be a bit more enjoyable. It&#8217;s not a major drag on the game, but I have to fill up the negatives somehow. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  (Kidding. Traveling in this game really can be annoying).</p>
<h3>Recommendations:</h3>
<p>I recommend Borderlands for anyone looking for a wonderful coop experience to play with friends, and a great shooter with RPG elements snugly attached, and who doesn&#8217;t care too much about story while they&#8217;re at it.</p>
<p>I recommend it for console over PC despite my own preference for keyboard and mouse as I&#8217;m sure it&#8217;s much easier to connect with and play with others compared to GameSpy&#8217;s game browser and the routing problems.</p>
<p>Highly recommended if you know other people to play with. I won&#8217;t fault the game for all the many bad experiences I had in pub games (gaming with complete strangers online), but I won&#8217;t recommend the game with as much enthusiasm to players that won&#8217;t be able to play with friends.</p>
<h3><span style="color:#339966;">Grade: B<br />
</span></h3>
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<title><![CDATA[Pacto con el diablo]]></title>
<link>http://pordivertimento.wordpress.com/2009/11/22/pacto-con-el-diablo/</link>
<pubDate>Sun, 22 Nov 2009 19:27:01 +0000</pubDate>
<dc:creator>Tamara</dc:creator>
<guid>http://pordivertimento.wordpress.com/2009/11/22/pacto-con-el-diablo/</guid>
<description><![CDATA[(De una niña a cambio de un amante). &nbsp; Hizo pacto con el diablo una muchacha elegante: prometió]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><h3>(De una niña a cambio de un amante).</h3>
<p>&#160;</p>
<p><em>Hizo pacto con el diablo<br />
una muchacha elegante:<br />
prometió darle su alma<br />
en reemplazo de un amante.<br />
</em><br />
Por combatir la soledad<br />
haría yo cualquier cosa<br />
una joven veleidosa<br />
pensaba con propiedad<br />
decía con claridad<br />
sé bien de lo que les hablo<br />
que escondida en un establo<br />
encontró la solución<br />
por vivir una pasión<br />
hizo pacto con el diablo.</p>
<p>Pidió alguien que la amara<br />
la encarnación de un galán,<br />
lo más lejano a un patán,<br />
un hombre que la cuidara<br />
&#8220;quisiera que me adorara&#8221;<br />
dijo ella con gran desplante,<br />
&#8220;y que no sea atorrante<br />
es lo que yo más quisiera&#8221;,<br />
pues resultó que ella era<br />
una muchacha elegante.</p>
<p>Ante tantas peticiones<br />
pensó un poco el demonio<br />
que quizás al manicomio<br />
llegaría sin dilaciones<br />
pero él sin vacilaciones<br />
y tal como siempre en calma<br />
el diablo frotó sus palmas<br />
y aceptó la transacción,<br />
la niña en negociación<br />
prometió darle su alma.</p>
<p>Ni un mago ni un hada<br />
lo habrían hecho mejor,<br />
cuando ella tuvo el amor<br />
dejó de ser desdichada,<br />
sin embargo, desalmada<br />
vivió de ahí en adelante,<br />
recordó en todo instante<br />
que le dio a Satanás<br />
su esencia así sin más<br />
en reemplazo de un amante.</p>
<p>Juntando todos los hechos<br />
no queda más que agregar<br />
que no pudo ni alegar<br />
por tener vacío el pecho,<br />
y que no tuvo derecho<br />
de querer a su querido<br />
como él hubo merecido,<br />
por eso es que una noche<br />
sin hacer el menor boche<br />
como él llegó él se hubo ido.</p>
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<title><![CDATA[Torchlight]]></title>
<link>http://wryyl.wordpress.com/2009/11/22/torchlight/</link>
<pubDate>Sun, 22 Nov 2009 14:01:59 +0000</pubDate>
<dc:creator>Ben</dc:creator>
<guid>http://wryyl.wordpress.com/2009/11/22/torchlight/</guid>
<description><![CDATA[Today I figured I&#8217;d play something different, it being the the last day of the weekend and all]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Today I figured I&#8217;d play something different, it being the the last day of the weekend and all. So I was watching a <a href="http://www.youtube.com/user/mikelat#g/c/18FF10FBDC72CD99">Diablo LP</a>, and I thought it&#8217;d be nice to do something a little more &#8220;updated&#8221;, yet with a similar style of gameplay. That&#8217;s <a href="http://pc.ign.com/articles/104/1047115p1.html">Torchlight</a>!</p>
<p><img class="aligncenter" title="Torchlight" src="http://i255.photobucket.com/albums/hh134/pwryyl/Torchlight_logo.png" alt="" width="250" height="116" /></p>
<p>Torchlight is yet another one of those point-and-click RPG with a hack-and-slash gameplay. If you&#8217;ve ever played Diablo &#8212; great game, by the way &#8212; Torchlight will bring back lots of those memories. It&#8217;s not much of a surprise that it does, either; at the head of Torchlight are the co-designers of the original Diablo I and II.</p>
<p>When I tell you that a lot of Diablo elements are incorporated into this game, I mean <em>a lot</em>. From the more subtle ones like holding alt to show items on the ground, to Diablo-esque shrines scattered across the map, to the enchanted mobs; everything just makes you go, &#8220;eh, I think I&#8217;ve seen this before.&#8221; But there&#8217;s nothing wrong with imitation. I mean, if something is working perfectly well, why bother to deviate? While Torchlight doesn&#8217;t present any new gameplay elements, it&#8217;s still fun as hell.</p>
<p>Then there&#8217;s the audio. The environmental audio is suitably atmospheric and the sound effects are well produced. Thank goodness for the audio quality. I feel that these sort of games will fall flat if they don&#8217;t present their audio well. Would get boring reaaaally quickly.</p>
<p>Of course, the plot isn&#8217;t as deep considering Torchlight is a relatively small game. There are only 3 classes you can play as, and as in the very first Diablo, you basically have a warrior, mage and ranger (not their real names).</p>
<p>Only thing I&#8217;m confused about is why &#8220;Torchlight?&#8221; Of all names to call your game, what the fuck is &#8220;Torchlight?&#8221; Every time when I&#8217;m in the loading screen, I&#8217;m left wondering what the hell does a torchlight have to do with anything.</p>
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<title><![CDATA[Don't Get This if You Don't Have Friends]]></title>
<link>http://mertesgameblog.wordpress.com/2009/11/22/dont-get-this-if-you-dont-have-friends/</link>
<pubDate>Sun, 22 Nov 2009 04:39:26 +0000</pubDate>
<dc:creator>Merte</dc:creator>
<guid>http://mertesgameblog.wordpress.com/2009/11/22/dont-get-this-if-you-dont-have-friends/</guid>
<description><![CDATA[I&#8217;m not really sure where to start with Borderlands. It can be a great game, but it can alsto ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignnone size-full wp-image-72" title="borderlands" src="http://mertesgameblog.wordpress.com/files/2009/11/borderlands.png" alt="" width="600" height="337" /></p>
<p style="text-align:justify;">I&#8217;m not really sure where to start with Borderlands. It can be a great game, but it can alsto be a really bad game. Why? Because having a Xbox Live connection or a few good friends to play split screen with is crucial in order to enjoy this game.</p>
<p style="text-align:justify;"><strong>Borderlands is a hybrid between a first person shooter and an action role playing game. I love the idea of that mixture, because I think the traditional straight forward first person shooters are downright boring. Adding a bit of role playing elements to it is welcomed.</strong></p>
<p style="text-align:justify;">One of the things I didn&#8217;t like that much about Borderlands is the opening, because there is no real introduction to either your character, nor the game world. You&#8217;re just trown in there. You find yourself in the middle of a Texas looking planet, and you&#8217;re given these odd messages by an odd woman that wants you to find something she calles &#8220;the vault&#8221;.</p>
<p style="text-align:justify;">I don&#8217;t mind a Texas looking planet, or a woman telling me things, but I do like to know what&#8217;s going on. It feels like a bit of a weakness to the role playing factor of Borderlands.</p>
<p style="text-align:justify;">That being said, I have mostly good things to say about the gameplay. It&#8217;s action driven, loot getting, level climbing and skill aquiring, just the way you want a good action RPG to be like. It&#8217;s almost like a mixture of Diablo and Fallout 3, and that&#8217;s meant in a good way.</p>
<p style="text-align:justify;">It would be nice, however, if the single player part of it was better. You simply <em>have </em>to play this game as a team with other people, because that&#8217;s basically the only way it&#8217;s fun. Running around alone is just boring, because the game design is so aimed at a multiplayer co-op experience. If you don&#8217;t have another Xbox 360 controller, have no Xbox Live connection, or simply have no friends; don&#8217;t bother to buy Borderlands. If you do, this game is something to remember.</p>
<p style="text-align:justify;">In a multiplayer game I usually don&#8217;t mind the story or storytelling qualities of the game. In a single player experience, I get put off by poorly developed and poorly delivered story elements. For Borderlands, the latter applies. Happily, I do have both friends <em>and</em> an Xbox Live connection.</p>
<p style="text-align:justify;"><img class="alignnone size-full wp-image-47" title="Rating 4" src="http://mertesgameblog.wordpress.com/files/2009/11/4.png" alt="" width="200" height="43" /></p>
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<title><![CDATA[Toward better collections, part 1: Assassin's Creed]]></title>
<link>http://schlaghund.wordpress.com/2009/11/20/toward-better-collections-part-1-assassins-creed/</link>
<pubDate>Sat, 21 Nov 2009 03:19:45 +0000</pubDate>
<dc:creator>schlaghund</dc:creator>
<guid>http://schlaghund.wordpress.com/2009/11/20/toward-better-collections-part-1-assassins-creed/</guid>
<description><![CDATA[During my family leave, I&#8217;ve gotten some time during 2.0&#8217;s sporadic sleep schedule to pl]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>During my family leave, I&#8217;ve gotten some time during 2.0&#8217;s sporadic sleep schedule to play a ton of games. The majority of those games features a common, popular gameplay element &#8211; set collection.  You know what I&#8217;m talking about, right?  It&#8217;s that optional gameplay element in which you&#8217;re invited (usually unsuccessfully) to &#8220;collect them all&#8221; or &#8220;find them all&#8221;.  A few examples:  <a href="http://www.amazon.com/gp/product/B001EYUVZK?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUVZK">Okami</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUVZK" border="0" alt="" width="1" height="1" />&#8217;s stray beads, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dgears%2520of%2520war%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Gears of War</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s COG tags, <a href="http://www.amazon.com/gp/product/B001EYUS4Y?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUS4Y">Fallout 3</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUS4Y" border="0" alt="" width="1" height="1" />&#8217;s bobbleheads, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dratchet%2520and%2520clank%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Ratchet &#38; Clank</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s golden bolts, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dsuper%2520smash%2520bros%26url%3Dsearch-alias%253Daps&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Super Smash Bros.</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s trophies, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dpokemon%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Pokemon</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s&#8230; pokemon.  There are also other, more subtle forms of set collection that you may not have thought about: multiplayer titles, skill sets, armor sets, crafting recipes, beastiaries, codexes (I&#8217;m looking at you, Bioware) &#8211; even Xbox/PS3 achievements/trophies can fall into this category.  Since I&#8217;m a bit OCD and somewhat of a collection nut, I spot these collection opportunities rather quickly.  I also tend to determine rather quickly that the vast majority of such opportunites are not worth my time investment.  And I&#8217;m sure many of you have done the same thing &#8211; shelved a game without even giving a second thought to those things you left uncollected in that bygone world.  There&#8217;s a reason for that &#8211; it&#8217;s because most games implement set collection badly.  In this series of articles, I&#8217;d like to use personal experience from playing various games to examine how other games could improve the quality of these collection mechanics and give players more incentive to participate in these peripheral activities.</p>
<p><!--more--></p>
<p>First, let&#8217;s define what comprises a &#8220;set collection mechanic&#8221; to restrict the scope of this article:</p>
<ul>
<li><strong>Players must be able to complete the set</strong>: this rules out procedurally generated things (eg. Diablo/Torchlight loot) or a continually growing set of user-generated content (eg. Spore creatures or Second Life sets).</li>
<li><strong>Completion of the set should be a peripheral activity and NOT be required to progress through the game</strong>: otherwise, our examination of the player&#8217;s motivation to complete a set overlaps with other motivating factors; so this restriction prevents applying our study to things like the various mandatory devices in Zelda games &#8211; technically, it&#8217;s a set of devices that can be collected in its entirety, but (excepting upgrades to bag sizes, etc.) it MUST be completed to progress through the game; heart pieces, however, qualify as a valid set.</li>
<li><strong>The set must have some easily accessible, manifested representation in the game</strong>: in other words, the set must be an intentional collection placed by the designer; this rules out user-defined meta-sets.  Such sets are contrived by individual players who have clearly already conjured up the necessary motivation to attempt collecting the set.  For instance, in <a href="http://www.amazon.com/gp/product/B0009Z3MQK?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B0009Z3MQK">Animal Crossing: Wild World</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B0009Z3MQK" border="0" alt="" width="1" height="1" />, I attempted to find and purchase all of the instruments in the game to make a music room &#8211; nothing in the game actually lists the set of instruments; neither are they denoted by some special icon.  It&#8217;s an arbitrary set I made up for which I had already mustered the necessary motivation to collect.</li>
</ul>
<p>Now that we&#8217;ve defined the bounding conditions, I&#8217;d like to start this series with an examination of a game I only recently had the opportunity to play: the original <a href="http://www.amazon.com/gp/product/B001ELJFGO?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001ELJFGO">Assassin&#8217;s Creed</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001ELJFGO" border="0" alt="" width="1" height="1" /> (and just in time for <a href="http://www.amazon.com/gp/product/B00267RVX4?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B00267RVX4">part II</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B00267RVX4" border="0" alt="" width="1" height="1" />!).  As much as I enjoyed playing the game, I ran into a rather irksome collection mechanic &#8211; the city flags.  Of all the collect-them-all mechanics I&#8217;ve experienced in games thus far, the city flags are probably the worst of the bunch (at least as far as I can remember).  It didn&#8217;t take long after leaving the confines of Masyaf for me to swear off the entire collection altogether.  Here&#8217;s why:</p>
<ul>
<li>There don&#8217;t appear to be any gameplay <em>or</em> narrative rewards for procuring flags except for meta-rewards (i.e. Achievements and 100% completion with the filled &#8220;Additional Memories&#8221; DNA bar).  Even if such a tangible reward existed at the end of the tunnel, it&#8217;s so elusive that it doesn&#8217;t really factor into the typical player&#8217;s drive to collect the flags.</li>
<li>Aside from their location, flags are indistinguishable from one another, making the experience of finding one identical each time.  This was exacerbated by the fact that there are <em>420 </em>of those indistinguishable things!  So finding one was an altogether insignificant and homogenous (read: boring) experience.</li>
<li>Flags are not particularly challenging to acquire.  Reaching them is simply a matter of hidden knowledge rather than a test of skill or logic.</li>
</ul>
<p>I&#8217;m going to take a look at each of these three points and examine how other games have remedied the problems with Assassin&#8217;s Creed&#8217;s flag-collection gameplay.</p>
<p><strong>Collection Rewards</strong></p>
<p>One could argue that completing an in-game collection is reward enough.  That may very well be true.  I think that such collections generally fall into the category in which each individual item in the set is distinct enough to provide sufficient player motivation (see the Collection Distinction section below).  But in any case, it doesn&#8217;t hurt to provide some extra incentive to the player to collect a set of things.  These extra incentives can typically be categorized as either a gameplay reward or a narrative reward.</p>
<p>Gameplay rewards consist of additional skills or abilities (or some currency toward the purchase of skills or abilities) that expand and augment the player&#8217;s gameplay experience.  The most recent example that comes to mind is <a href="http://www.amazon.com/gp/product/B001EYUQJ6?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUQJ6">Brutal Legend</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUQJ6" border="0" alt="" width="1" height="1" />&#8217;s bound serpents, which, when found, each provide a small amount of fire tributes that can be used to purchase upgrades at the motor forge.  Furthermore, for every ten bound serpents that are freed, the player character Eddie Riggs gets an upgrade to some element of his stats.</p>
<p>Alternatively, collections can grant narrative rewards in several different forms. Again, Brutal Legend provides a convenient example of such a collection: the &#8220;legends&#8221; scattered across the landscape.  For each one the player finds, another cutscene detailing the Brutal Legend mythos is revealed.  Coincidentally, I also discovered that <a href="http://www.amazon.com/gp/product/B001HWB68K?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001HWB68K">Halo 3: ODST</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001HWB68K" border="0" alt="" width="1" height="1" /> contains an identical mechanic in the form of the audio logs that follow a story indirectly related to the main plotline.  Yet another example of a narrative collection reward is <a href="http://www.amazon.com/gp/product/B001EYUQ8C?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUQ8C">BioShock</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUQ8C" border="0" alt="" width="1" height="1" />&#8217;s audio diaries, narrated by multiple characters related to the main story.  However, ODST and Brutal Legend&#8217;s narrative collections differ in that each piece of the collection is not associated with a specific piece of the narrative reward.  In other words, whether you find piece A before or after piece B, you&#8217;re always going to get story reward A <em>before</em> story reward B.  This is not true for BioShock&#8217;s narrative collection, in which <em>specific</em> audio logs are found in <em>specific</em> locations.  This is an important distinction that we&#8217;ll revisit in the next section.</p>
<p>There is, of course, no reason why a particular collection can&#8217;t give <em>both</em> narrative and gameplay rewards, as is evident in Brutal Legend&#8217;s &#8220;legend&#8221; collection (which I neglected to mention also gives fire tributes for each legend discovered).  Another game I&#8217;ve played recently (after putting it off long enough) is <a href="http://www.amazon.com/gp/product/B000UW21A0?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B000UW21A0">Uncharted: Drake&#8217;s Fortune</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B000UW21A0" border="0" alt="" width="1" height="1" />, in which every five pieces of treasure nets the player medal points that are used to unlock various metagame rewards (tweakable game modifiers like infinite ammo, faster run, and weapon select) and bonus content such as concept art and development videos.  I&#8217;ve lumped extra-game content into the category of &#8220;narrative rewards&#8221; in that they don&#8217;t actually augment the game experience.  In all of these examples, I think it&#8217;s safe to say that these various rewards can often be an effective incentive to the player to collect the entire set.</p>
<p><strong>Collection Distinction</strong></p>
<p>There is an important element of set collection that seems to be a no-show in many of its incarnations: distinction.  Each element of a set should be easy distinguishable from each other, via its textual, iconic, or geometric representation and/or some titular or numeric label.  As I&#8217;ve already observed, all of the flags in a particular area in Assassin&#8217;s Creed are identical except for where they are located.  This makes collecting each and every one the exact same experience.  There&#8217;s no sense of novelty in finding another one.</p>
<p>As I mentioned earlier, collecting a set of objects can be reward in itself &#8211; but this is generally a strong enough motivation to the player <em>only </em>when a distinction is made between the elements of the set.  The word &#8220;collecting&#8221; carries the connotation of collecting <em>distinct</em> elements.  How often do stamp collectors attempt to find <em>every</em> copy of only <em>one</em> type of stamp?  Or how often do card collectors try to acquire <em>every</em> copy of <em>one</em> particularly rare card?  While these real-world examples present collection goals that are obviously marred by real-world obstacles and impossibilities that don&#8217;t exist in the virtual space, art reflects life.  And in life, the appeal of set collection is in the diversity of the set&#8217;s various elements and in how those elements complement each other.  The set is a puzzle whose pieces, as they come together, become a clearer and more magnificent picture (even if that picture&#8217;s got a few missing spots).</p>
<p>I&#8217;ve always liked Nintendo&#8217;s first-party approach to collections.  I&#8217;m specifically referring to the trophies of the Super Smash Bros. series.  Each trophy is fan-service at its best &#8211; each with a unique, nostalgic 3D model of some Nintendo character, object, or setting and a short description of the subject.  All of the player&#8217;s trophies are displayed together in one place, literally becoming that magnificent picture I described.  It&#8217;s like looking at that <a href="http://www.edge-online.com/files/edgepixelposter.jpg">Edge Magazine cover</a> with all of the video game shoutouts.  I also played <a href="http://www.amazon.com/gp/product/7100027950?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=7100027950">The Legend of Zelda: The Wind Waker</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=7100027950" border="0" alt="" width="1" height="1" /> recently (picked it up on the cheap a <em>long</em> time ago and only got around to playing it a few weeks ago).  In that game is a similar collection that the player can complete by using a camera to take pictures of the game&#8217;s enemies and NPC&#8217;s and showing them to a particular sculptor, who crafts figurines of the photographs&#8217; subjects that are put on display throughout various trophy rooms.  Each figurine can be viewed in three dimensions and contains a short description of the subject&#8217;s place in the game universe.</p>
<p>And then, of course, we come back to Pokemon.  While each captured Pokemon simultaneously serves as a gameplay reward (with the new pokemon&#8217;s abilities at the player&#8217;s disposal), I would argue that the vast majority of pokemon are caught for the sake of completing a player&#8217;s Pokedex.  After all, the catchphrase (at least in America&#8230; not sure if it&#8217;s translated from Japanese) is &#8220;Gotta catch &#8216;em all!&#8221;, right?  And since the distinction between each pokemon is both visual <em>and</em> interactive, the drive to collect each one is <em>that</em> much more powerful.</p>
<p>Which reminds me of <a href="http://www.amazon.com/gp/product/B000WINB56?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B000WINB56">Endless Ocean</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B000WINB56" border="0" alt="" width="1" height="1" /> (which I&#8217;m not ashamed to admit is one of my favorite games on the Wii).  At some point in the game, the player is allowed to populate a personal aquarium with creatures that he or she had already discovered.  It&#8217;s yet another fantastic Nintendo example of an interactive collection.</p>
<p>In fact, it appears that the common factor between these Nintendo games&#8217; collections is the extent to which the<em> </em>player is allowed to<em> appreciate</em> his or her collection.  3D models that can be viewed from all angles, textual info and categorization, and in some cases, interactivity all contribute to the player&#8217;s connection to the collection and his or her drive to complete it.  It sure beats a little check mark or a line in a book or even a little icon.  And that is why, when Sony announced Playstation Home, something inside me grew giddy at the thought of 3D trophy displays.  Too bad it didn&#8217;t turn out that way&#8230;</p>
<p>There&#8217;s also one oft overlooked property that distinction imparts to a collectible set &#8211; it allows each element in the set to be described <em>individually</em>.  The reason this is so important is this: FAQ&#8217;s &#8211; of the <a href="http://www.gamefaqs.com/">GameFAQs</a> type.  Not <em>everyone</em> can be expected to find every single element of the set on their own.  For those collectors that don&#8217;t wish to invest the required time, they should at least be able to look up the locations of the missing pieces.  This is impossible to do when the individual pieces are indistinguishable from one another.  This is especially problematic in Assassin&#8217;s Creed because in order to use a guide, you <em>must</em> use it for <em>every single flag</em>.  Otherwise, unless you have picture-perfect memory or you&#8217;re using a video guide (which I imagine would be ridiculously lengthy), you cannot possibly know whether you&#8217;ve already found a particular flag or you&#8217;re just looking at a slightly incorrect location on a flag map because there&#8217;s no way of knowing whether you already found &#8220;flag 53&#8243; on the map &#8211; you only know that you&#8217;ve found 178 total flags, one of which may be the anonymous &#8220;flag 53&#8243; in question.  I know this isn&#8217;t a purely ludological reason for set element distinction, but it&#8217;s a valid one nonetheless.  I&#8217;m rather confident that all but the most hardcore purists fall back on external sources (strategy guides, FAQ&#8217;s) to complete a collection.  I do it all the time.  So even if the &#8220;distinction&#8221; in a collectible set is just a numeric label or a dull identifier (like Okami&#8217;s stray beads), it&#8217;s still an important thing to have for the sake of simplifying the collection process itself.</p>
<p><strong>Collection Gameplay</strong></p>
<p>It&#8217;s important to ensure that the gameplay surrounding the collecting of objects is as solid as the elements of the collection itself.  I can group collection gameplay into at least three broad categories: steady-stream, challenge, and exploratory.</p>
<ul>
<li>Steady-stream collection: these are the sets of the type where the player gets a relatively steady stream of random elements of the set, and completing the collection becomes all about either trading for the missing elements or just investing enough into the game.  Examples: Smash Bros. trophies, <a href="http://www.amazon.com/gp/product/B000Q0ASEW?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B000Q0ASEW">Culdcept Saga</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B000Q0ASEW" border="0" alt="" width="1" height="1" />&#8217;s cards (or any CCG&#8217;s cards, for that matter), <a href="http://www.amazon.com/gp/product/B0024KI7AE?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B0024KI7AE">Treasure World</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B0024KI7AE" border="0" alt="" width="1" height="1" />&#8217;s treasures, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Danimal%2520crossing%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Animal Crossing</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s fossils, a good number of Free Realms&#8217; collection components.</li>
<li>Challenge collection: these are the sets whose elements take actual gameplay skill to acquire.  Examples: <a href="http://www.amazon.com/gp/product/B001EYUNHG?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUNHG">Street Fighter IV</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUNHG" border="0" alt="" width="1" height="1" />&#8217;s multiplayer titles, <a href="http://www.amazon.com/gp/product/B00267S2A0?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B00267S2A0">Modern Warfare 2</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B00267S2A0" border="0" alt="" width="1" height="1" />&#8217;s Spec-Ops mode stars, Braid&#8217;s stars (yeah, you might not have known about them; I sure as heck didn&#8217;t), Xbox 360 achievements and PS3 trophies.</li>
<li>Exploratory collection: these are the types of sets whose elements are found by exploring the game space.  Typically, you&#8217;ll find these kinds of collections in shooters and action games.  Examples (there are tons of them but I&#8217;ll just name a few): Gears of War&#8217;s COG tags, Modern Warfare&#8217;s intel, ODST and Bioshock&#8217;s audio logs/diaries, Fallout 3&#8217;s bobbleheads, just about everything in Brutal Legend.</li>
</ul>
<p>Assassin&#8217;s Creed&#8217;s flag collection can basically be classified as an exploratory collection.  It is this class of collection that I believe is most often (and most disappointingly) implemented.  The big problem that I&#8217;ve experienced with these collections is this: they break immersion by forcing the player to think not as the protagonist or the player character but rather as a designer.</p>
<p>For most of these exploratory collections, the elements are often placed with little to no narrative sense.  They&#8217;re usually either strewn about randomly or hidden in obscure corners of the map that oftentimes don&#8217;t even seem accessible.  As I mentioned at the beginning of this post, completing such a collection is an excercise in hidden knowledge more than anything else.</p>
<p>When searching for elements of such collections, I almost <em>always</em> find myself thinking things like, <em>This corridor doesn&#8217;t lead to anywhere meaningful &#8211; there must be something there</em>, or, <em>This ledge is out-of-the-way, but it&#8217;s accessible &#8211; there must be something there</em>.  The only logic behind these thought processes comes from putting myself in the designers&#8217; shoes rather than doing what makes <em>sense</em> in the context of the game and the narrative.  My wife can even attest to this fact as she watched me play Uncharted, exclaiming, &#8220;I smell <em>treashuz</em>!&#8221; whenever my designer sense started tingling.  And it netted me 50 out of 60 treasures on my first run-through.  I had similar moments in ODST.  When a path led indoors and to some seemingly irrelevant balcony, I could usually count on finding an audio log.  And there&#8217;s no <em>reason</em> to think this Sophie character was actually <em>at</em> any of those audio log locations.</p>
<p>Brutal Legend, however, contains a great example of an exploratory collection with at least some measure of contextual sense &#8211; the landmark viewers.  They&#8217;re around landmarks!  If I saw something in the world that <em>looked</em> like a landmark, I knew there was a landmark viewer nearby.  I didn&#8217;t have to go probing the mind of some sadistic designer.  Another simple way of limiting the breaking of immersion would be to give the player character some in-game way of &#8220;sensing&#8221; nearby elements of a collection &#8211; some blinking UI element or controller rumble feedback to indicate the proximity of the element.  I can&#8217;t immediately think of any games that have really done this, although I&#8217;m absolutely sure <em>someone</em> must have.  The closest example I can think of is Ocarina of Time&#8217;s use of the rumble pak to signal to the player that something was hidden nearby.</p>
<p><strong>Application</strong></p>
<p>So how could Assassin&#8217;s Creed have improved its flag collection gameplay?  Personally, I think the most unintrusive way would have been to tie flags to labeled chunks or chapters of historical info (fictional or otherwise) about the city.  Such a change wouldn&#8217;t involve adding abilities or tweaking/rebalancing character progression to accommodate gameplay rewards &#8211; and the change would fit well with the game&#8217;s prominent narrative delivery and historical setting.  Of course, this would probably involve cutting the number of flags down significantly &#8211; a most welcome change.  In fact, why not change the flags altogether and instead make them distinctly crafted relics in the vein of Uncharted&#8217;s treasures?  They would probably fit into the world a little better that way.   (Really &#8211; why are there random flags all over the place, anyway?)  Along those lines, the seeding of these &#8220;relics&#8221; could be in more logical locations: at the top of notable landmarks or inside obvious places of importance rather than in the shadows of some inconspicuous alley or atop a nondescript rooftop.  Furthermore, the designers can spread clues regarding the locations of those relics throughout lesser &#8220;eavesdropping&#8221; opportunities in the game.  I found the eavesdropping mechanic to be rather contrived, as the player can <em>only </em>eavesdrop for an investigative mission.  It would have been much more interesting if there were other groups of conversations on which the player could eavesdrop to get clues &#8211; much in the same way that pickpocketing is used for both investigations <em>and</em> for acquiring throwing knives.  And, being the valuable relics that they are, some of them can be guarded by hostile templars who must be circumvented or defeated, while others can be locked away in trap-laden rooms requiring a touch of finesse and dexterity to traverse.</p>
<p>And for the record, I have not yet touched the second title in the series.  So now someone who&#8217;s finished playing Assassin&#8217;s Creed II can tell me whether Ubisoft did, in fact, add a more compelling collection mechanic.</p>
<p>So that covers the shortfalls I noticed in Assassin&#8217;s Creed&#8217;s flag collection and how one might possibly improve that segment of gameplay. In my next post, I&#8217;ll be exploring the importance of community and recognition and how those things have strengthened the player&#8217;s drive to collect &#8211; especially with the most recent console generation&#8217;s emphasis on online play.</p>
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<title><![CDATA[Sacred - Browsergame]]></title>
<link>http://spielbox.wordpress.com/2009/11/20/sacred-browsergame/</link>
<pubDate>Fri, 20 Nov 2009 15:13:56 +0000</pubDate>
<dc:creator>manga303</dc:creator>
<guid>http://spielbox.wordpress.com/2009/11/20/sacred-browsergame/</guid>
<description><![CDATA[Ein wunderschönes Hack n Slay Browsergame ala Sacred und Diablo&#8230; Das Spiel macht sehr süchtig ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://spielbox.wordpress.com/files/2009/11/snapz-pro-x.jpeg"><img src="http://spielbox.wordpress.com/files/2009/11/snapz-pro-x.jpeg" alt="" title="snapz-pro-x" width="533" height="402" class="alignnone size-full wp-image-89" /></a></p>
<p>Ein wunderschönes <strong>Hack n Slay Browsergame</strong> ala <strong>Sacred</strong> und <strong>Diablo</strong>&#8230; Das Spiel macht sehr süchtig !</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/h5svYZ-76lI&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/h5svYZ-76lI&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<h1><a href="http://skleg.de/view/202/Sacred.htm">http://skleg.de/view/202/Sacred.htm</a></h1>
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<title><![CDATA[Don Diablo + Buffet libre Djs]]></title>
<link>http://eventosdemadrid.wordpress.com/2009/11/20/don-diablo-buffet-libre-djs/</link>
<pubDate>Fri, 20 Nov 2009 11:30:52 +0000</pubDate>
<dc:creator>festivalesoconciertos</dc:creator>
<guid>http://eventosdemadrid.wordpress.com/2009/11/20/don-diablo-buffet-libre-djs/</guid>
<description><![CDATA[Don Diablo + Buffet libre Djs Fiestas Invitaciones en: &nbsp; http://www.intromusica.com/invitacione]]></description>
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<h1><a href="http://www.dooplan.com/madrid/events/show/diablo/low-club/">Don Diablo + Buffet libre Djs</a></h1>
<h2><a href="http://www.dooplan.com/madrid/events/fiestas/" title="Fiestas">Fiestas</a><br />
    </h2>
<p>    <!-- Picture --></p>
<div><a href="http://www.dooplan.com/madrid/events/show/diablo/low-club/"><img alt="diablo dj.bmp" src="http://www.dooplan.com/site_media/photologue/photos/2009/11/20/cache/diablo%20dj_foto.bmp" /></a></div>
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<div>
   <span>
<p>Invitaciones en:</p>
<p>&#160;</p>
<p><a href="http://www.intromusica.com/invitaciones/lowclubmadrid.php" target="_self">http://www.intromusica.com/invitaciones/lowclubmadrid.php</a></p>
<p>&#160;</p>
<p>&#160;</p>
<p>&#160;</p>
<p>Don Diablo es uno de los 5 artistas m&#225;s populares de Dance en su pa&#237;s (Holanda), junto a Ti&#235;sto, Armin van Buuren, Junkie XL y Ferry Corsten; seg&#250;n los &#250;ltimos premios Radio 3FM -equivalente holand&#233;s a BBC Radio One. Lo que lo hace &#250;nico es su refrescante combinaci&#243;n de estilos musicales: rock, electro, breaks y hip hop son los principales ingredientes.</p>
<p>&#160;</p>
<p>&#160;</p>
<p>Buffetlibre Dj&#8217;s se han convertido en uno de los estandartes de la movida nocturna barcelonesa gracias a una propuesta &#250;nica, en la que se dan cabida estilos que van desde el electro al indie, pasando por el pop y el nu-rave. Nacidos a ra&#237;z de la web musical www.buffetlibre.net, el proyecto de Buffetlibre Djs fue tomando cuerpo durante el 2007 con una gira en la que mostraron su receta a lo largo de Espa&#241;a y de Gran Breta&#241;a. El &#233;xito en internet de sus Verbenas 1, 2 y 3 llam&#243; la atenci&#243;n de artistas de la talla de Simian Mobile Disco, Midnight Juggernauts o Dragonette, quienes participaron activamente en la elaboraci&#243;n de Verbena Selected 1. Ahora, este d&#250;o bareclon&#233;s trabaja ya en la segunda edici&#243;n de Verbena Selected, en la que participan Gossip, Dj Mehdi, Riot in Belgium, Digitalism y Busy P, responsable de la discogr&#225;fica parisina Ed Banger.</p>
<p></span></p>
<div>
<p>        <span>entrada reducida a partir de la sesión.</span></p>
<div>
                <a href="http://www.dooplan.com/madrid/places/show/low-club/" title="Low Club" class="Nombre">Low Club</a><br />
                <span class="Item">Madrid</span><br />
                <span>Calle Princesa, 3</span>
        </div>
</p></div>
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<title><![CDATA[diablo preyas bakugan toy review]]></title>
<link>http://eusebiosherleif.wordpress.com/2009/11/20/diablo-preyas-bakugan-toy-review/</link>
<pubDate>Fri, 20 Nov 2009 10:54:38 +0000</pubDate>
<dc:creator>kornfeb3</dc:creator>
<guid>http://eusebiosherleif.wordpress.com/2009/11/20/diablo-preyas-bakugan-toy-review/</guid>
<description><![CDATA[review of the infamous unpopular disappointment Diablo Preyas!!! &#8230; Shopping store: buy cheap B]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/SWDPaWT3rhU&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/SWDPaWT3rhU&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>
<span style='margin-top:15px;text-indent:1cm;'>review of the infamous unpopular disappointment Diablo Preyas!!! &#8230;</span><br />
<br />
<img src="http://i.ytimg.com/vi/SWDPaWT3rhU/3.jpg" style='margin:3px;'> <img src="http://i.ytimg.com/vi/SWDPaWT3rhU/1.jpg" style='margin:3px;'> <img src="http://i.ytimg.com/vi/SWDPaWT3rhU/2.jpg" style='margin:3px;'> </p>
<p>Shopping store: <a href="http://astore.amazon.com/cheap.barbie.doll.store-20"><strong>buy cheap Barbie &#38; discount</strong></a></p>
<p><a rel='nofollow' href="http://www.youtube.com?v=SWDPaWT3rhU"><strong>diablo preyas bakugan toy review</strong></a></p>
<p>by boken88 <em>(Category: Gaming)</em></p>
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<title><![CDATA[La Farsa del ``Proyecto 666'' - Parte III [Última]]]></title>
<link>http://estolodigoyo.wordpress.com/2009/11/19/la-farsa-del-proyecto-666-parte-iii-ultima/</link>
<pubDate>Thu, 19 Nov 2009 20:15:58 +0000</pubDate>
<dc:creator>santacapuchi</dc:creator>
<guid>http://estolodigoyo.wordpress.com/2009/11/19/la-farsa-del-proyecto-666-parte-iii-ultima/</guid>
<description><![CDATA[El imperio de la bestia tiene un objetivo en común: destruir al pueblo judío. Sataná odia a Israel, ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>El imperio de la bestia tiene un objetivo en común: destruir al pueblo judío. Sataná odia a Israel, de ese pueblo salió elser que lo humilló, que le arrebató todos los reinos que había adquido del hombre, por culpa de Jesés fue echado del tercer cielo y finalmente será destruido. Ese sueño de destruir al pueblo judío está latente en este momento, es el sueño de Iraq y de todos los árabes que lo rodean. Israel está rodeado de enemigos que le odian, su ánica salida es el mar y su ánico gran amigo los Estados Unidos.</p>
<p>Satanás no sólo quiere destruir a Isarael, quiere destruir a la iglesia, quiere destruir a Jesús. No es el objetivo real del anticristo establecer un reino polótico y crear un nuevo orden económico, eso son pamplinas de borrachos callejeros. Todo el tiempo la Palabra de Dios nos habla de Israel y sus enemigos. Los gentiles sálo entraron a los planes de Dios cuando Israel rechazá a Jesús. Cristo estableció un nuevo pacto, una nueva iglesia, un nuevo pueblo. Durante estos dos mil años Dios ha estado trabajando con los gentiles, los gentiles han llevado el evangelio por todo el mundo. Estados Unidos ha sido uno de los países que mós ha tratado de llevar este mensaje, aunque hoy parece que le han dado la espalda a Dios.</p>
<p>Así que este asunto del reinado del anticristo tiene que ver con estos dos pueblos principalmente. Es un problema árabe, es un problema judío, es una guerra entre hermano. Satanás buscará la forma de establecer la paz y la armonía mediante el engaño. Israel será engañado por la bestia. Este líder astuto, sagaz, inteligente, lleno de la autoridad de Satanás logrará que los judíos lo reciban como su Mesías, el anticristo los librará de los dos olivos, los engañará, luego profanará el templo y tratará de exterminar a este pueblo.</p>
<p>Así que la palabra de Dios en el libro de Apocalisis establece el reino del anticristo en tierras del cercano Oriente, en Iraq. Iraq representa a la bestia herida que resurgirá con mós poder. Todos sabemos que a través de la historia las naciones mós ricas han sido las naciones árabes y el territorio de Israel. Ellos controlan el petráleo, ellos dictan las pautas econámicas del mundo, no Europa. Occidente está atado, encadenado a los caprichos de estos países productores de petróleo. Un día aparecerá un líder que será capaz de unir a los árabes, entonces la historia dserá distinta.</p>
<p>Pero todos estos acontecimientos ocurrirán espués del regreso de nuestro Señor.</p>
<p>Ningún hombre ni ninguna nación en el mundo fuera del Cercano Oriente puede estar hablando que dominarán al mundo. El establecimiento del reino del anticristo, no es una cuestión política, ni económica realmente, es una cuestión religiosa, una cuestión donde estado e iglesia es lo mismo.</p>
<p>Será un reinado de poca duración pero sumamente poderoso, el anticristo será dotado de la autoridad del diablo, no habrá nación en el mundo que pueda evitar que este ser desconcocido logre sus objetivos. Debemos comprender el escenario en el cual surgirá este ser demoniaco.</p>
<p>Quizás uno de los problemas que ha hecho posible que algunos expongan el nacimiento del antiguo Imperio Romano como el imperio del anticristo es desconocer el escenario de los eventos finales.</p>
<p>Todo el libro de Apocalipsis nos presenta un escenario único en el cual ocurrirán los eventos finales de la humanidad. Las dos últimas guerras serán en tierras de Israel y las naciones árabes. No hay ni un sólo versículo bíblico que nos señale otro escenario. Estas dos guerras involucrarán a las fuerzas del bien y a las fuerzas del mal. No serán dos guerras mundiales como algunos afirman, serán dos guerras que involucran a Dios y a Satanás.</p>
<p>Pero antes de hablar de estos dos eventos finales de la humanidad vamos a ver el escenario en el cual Jesús volverá a nuestro planeta. No importa lo que afirmen los ateos, los enemigos de Dios, los falsos profetas, los seguidores de Satanás, no importa las mentiras que se están planeando para explicar este suceso, el Señor vendrá muy pronto a la tierra. Ya casi todas las profecías se han cumplido. No hay duda de eso. Una de las más significantes es el retorno de Israel a su tierra. Jesús no vendrá hasta que todos los judíos regresen a Israel. Este movimiento comenzó en el año 1948, unos 4000 años después del nacimiento de Abram.</p>
<p>El evangelio de Jesucristo se está predicando en todo el mundo. Millones de seres humanos salen de las falsas religiones del mundo, de las falsas sectas y van al abrigo de Dios, millones aceptan a Cristo como el Salvador y Redentor.</p>
<p>El mundo está plagado de falsos profetas, de fuerzas de Satanás, de violencia, crimen, inmoralidad, el sexo se ha convertido en un denominador común en muchas naciones, la sombra de la droga, del alcoholismo, de las pestes, de las enfermedades ronda la tierra.<br />
Hay rumores de guerra y guerras por doquier.<br />
Muchos se han alejado del camino de la santidad para ir en busca de riquezas, de inmoralidad, muchos han claudicado su fe y han tratado de corromper el evangelio de Cristo.</p>
<p>La ciencia ha llegado a niveles jamás imaginado. Estamos en los tiempos en que hemos llegado al colmo de creernos dioses, dueños del universo. La sombra del satanismos se extiende como una negra alfombra por el mundo.</p>
<p>Las naciones poderosas han comenzado a flaquear, van al abismo, a la derrota, serán ahogadas por sus problemas económicos, por sus luchas callejeras, por la corrupción.</p>
<p>La idolatría ha entrado a millones de hogares, hoy no se adoran solamente ídolos de piedra, plata, oro o bronce, los ídolos de hoy son artistas, religiosos, deportistas,el mismo cuerpo humano, las dietas, en fin, son ídolos de carne y sangre los cuales reciben todo tipo de adoración.</p>
<p>Así que nos falta una gran señal para que Cristo regrese, nos falta ver su señal en el cielo. Cuando Jesús nació apareció una estrella reluciente, una estrella que brillaba más que las otras, de tal manera que los magos se dieron cuenta que era una estrella diferente. Aquella estrella de Belén los guió hasta el pesebre en el cual se encontraba el niño Jesús. Esa misma estrella ha de aparecer antes de su retorno.<br />
Todos verán esa estrella reluciante, los astrónomo dirán que es el nacimiento de una nova, de un fenómeno ya visto anterior mente, pero los creyentes en Jesús sabrán que esa es la señal de su regreso.</p>
<p>De la misma manera que Dios anunció el nacimiento de Cristo con un estrella, de esa misma forma anunciará su entrada triubfal a la tierra. Será el momento de la glorifiacción de Jesús, será el momento para que la humanidad entienda que Jesús es quien dijo que era, el Hijo del Dios Altísimo.</p>
<p>¡Ay de los que desean el día de Jehová!¿Para qué queréis este día de Jehová.Será de tinieblas, no de luz. Amós 5:18</p>
<p>Si fuera un evento invisible no habría tinieblas y la Biblia afirma que ese día será un de tinieblas y oscuridad.</p>
<p>Ese día será de gloria para los salvados y de angustia y desesperación para los que no sean salvados. Posterior a ese suceso la tierra será castigada con múltiples plagas y luego comenzará el periodo de la Gran Tribulación.</p>
<p>Ese será el escenario que nos describe la Biblia al retorno de Cristo y al comienzo de la Gran Tribulación. La iglesia será llevada al Padre, el Espíritu Santo no estará más en la tierra y entonces Satanás podrá manifestarse como fue profetizado. El planeta estará bajo la merced de un imperio que habrá de surgir, el imperio del anticristo, de la Bestia.</p>
<p><strong>FIN de la PARTE III [Última]</strong></p>
<p><strong>Fuente:</strong> <a title="Escuadrones de la Fe" href="http://www.escuadronesdelafe.galeon.com" target="_blank">Escuadrones de la Fe.</a></p>
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<title><![CDATA[La Farsa del ``Proyecto 666'' - Parte II]]></title>
<link>http://estolodigoyo.wordpress.com/2009/11/19/la-farsa-del-proyecto-666-parte-ii/</link>
<pubDate>Thu, 19 Nov 2009 18:30:55 +0000</pubDate>
<dc:creator>santacapuchi</dc:creator>
<guid>http://estolodigoyo.wordpress.com/2009/11/19/la-farsa-del-proyecto-666-parte-ii/</guid>
<description><![CDATA[Miguel Angel Sosa Vaáquez, alias: &#8220;Michel Smiely&#8221; se autoproclamó como el anticristo, el]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Miguel Angel Sosa Vaáquez, alias: &#8220;Michel Smiely&#8221; se autoproclamó como el anticristo, el hombre del 666, como &#8220;hijo de dios&#8221;. Este caballero tiene una página en el Internet en la cual expone las más ridículas ideas respecto al reino de la Bestia.</p>
<p>Es un falsante que pide &#8220;ofrendas&#8221; y tiene una cuenta bancaria en Suecia para propagar sus mentiras, sus ideas absurdas sobre el tema de la bestia y el fin del mundo.</p>
<p>Afirma que la bestia es enviada por Dios para salvar a la humanidad, para establecer un reino de paz, &#8220;un paraíso&#8221;, para poner orden y brindar la seguridad, habla de Hillary Rodman Clinton como la futura presisenta de Estados Unidos y aliada del gobierno del 666. Dice este falsante que será electo como presidente de la Unión Europea y gobernará al mundo.</p>
<p>Son tantos los disparates que este amigo dice que ciertamente no vale la pena hablar de ellos. Es un desconocimiento total de la Palabra de Dios. Dice que la Biblia dice mentiras con relación a la Bestia, que la Bestia evitará la guerra de Armagedón y la destrucción del mundo. Este charlatán le ofrece la salvación a todo el mundo y afirma que no habrá castigo eterno.</p>
<p>Su presencia nos sirve para confirmar una vez más las profecías bíblicas. Este tiempo sería uno de falsos profetas, de engañadores, de falsos cultos y falsas religiones, que sería un tiempo en los cuales algunos se apartarían de las sanas doctrinas y practicarían doctrinas de demonios.</p>
<p>El establecimiento del reinado de la Bestia ha sido uno muy controvertible. Cientos de interpretaciones se han elaborado sobre este tema fascinante. Muchos han utilizado el razonamiento lógico para comprender un misterio que sólo puede ser interpretado a través de la revelación de Dios. Las Sagradas Escrituras fueron inspiradas por Dios, no hay ni una sola posibilidad de llegar a la verdad mediente el conocimiento humano, mediante el análisis racional. Es una verdad revelada por Dios a Juan.</p>
<p>La explicación misma se encuentra en la Biblia. Sus páginas tienen la respuesta, aunque muchos quieren ignorarla. No podemos comprender las cosas de Dios a través de los cinco sentidos, a través de la razón.</p>
<p>El proyecto 666 o el Sr. 666 se equivoca en su interpretación del libro del Apocalipsis.¿Cómo puede un ser decir que Dios ha enviado a la Bestia para traer paz, para crear un paraíso?¿Cómo puede usar la Palabra de Dios para afirmar sus mentiras y luego decir que la Biblia miente con respetcto al anticristo?</p>
<p>Se equivoca al establecer que el reino del anticristo corresponde a la Unión Europea. Esa ha sido la gran mentira del diablo para confundir a los creyentes. Aun la mayoría de los predicadores afirman que el Imperio mencionado por Daniel y por Juan se refiere al resurgimiento del Imperio Romano. No hay evidencia de que tal cosa sea así.</p>
<p>El libro de Apocalipsis establece que al final del tiempo, luego de que la Iglesia Universal de Cristo sea levantada por el Señor y el Espíritu Santo abandone el planeta comenzará un periodo de siete años, en los primeros tres años y medio Dios enviará a dos mensajeros a Israel y al final, cuando estos dos siervos sean vencidos por la Bestia, entonces el anticristo establecerá su imperio durante tres años y medio. Ese es el tiempo que el libro de Revelaciones le asigna a este imperio 1260 días o 42 meses.</p>
<p>Luego de culminado este periodo la bestia y el falso profeta serán destruidos en la batalla del Armagedón. Este señor dice que la bestia va a evitar esta guerra del Armagedón, pero la Biblia dice lo contrario. Tanto la bestia como el falso profeta serán destruidos y Satanás será hecho prisionero por mil años.</p>
<p>Y la bestia fue apresada, y con ella el falso profeta que había hecho delante de ella las señales con las cuales había engañado a los que recibieron la marca de la bestia, y habían adorado a su imagen. Estos dos fueron lanzados vivos dentro de un lago de fuego que arde con azufre.<br />
Apocalipsis 19:20</p>
<p>Lea bien esto señor Smiely, si usted afirma que Dios ha enviado a la Bestia para establecer un nuevo orden:¿Por qué lo va a destruir? Oro por usted para que Dios, que es amor y misericordioso, pueda iluminar su mente y la de sus seguidores, pues si no se arrepienten, esto es lo que le espera: la condenación en un lago de fuego y de azufre.</p>
<p>El Imperio de la Bestia no dependerá de los hombres sino de Satanás. El mismo diablo actuará en la bestia, el espítu de Satanás, no ángeles como afirma este falsante cuando afirma que serán tres ángeles enviados por Dios. Tanto la bestia como el falso profeta estarán poseído por demonios dirigidos por el mismo dragón.</p>
<p>Y vi salir de la boca del dragón, y de la boca de la bestia, y de la boca del falso profeta tres espíritus inmundos a manera de ranas.</p>
<p>Apocalipsis 16:13</p>
<p>Así que o estamos hablando de un imperio común y corriente, no estamos hablando de un imperio dirigido por seres humanos, sino dirigidos por demonios que han poseído tanto a este pólitico como a su líder religioso. Por eso el falso profeta hará milagros. Es muy peligroso que hoy muchos predicadores quieren llenar los estadios prometiendo milagros de Dios, Dios hace milagros pero Satanás los hace y el falso profeta hará mucho y con ellos engañará a miles.</p>
<p>El imperio del anticristo no será por alianzas humanas dice Daniel, así que la Unión Europea no podrá ser ese imperio. Aun en este momento dicha Unión Europea se tambalea y su destino es posible que sea la desaparición como ocurrió con la Unión Soviética. Satanás trató de que los creyentes pensarán que el anticristo era el presidente de la Unión Soviética y el comunismo acabaría con la creencia en en el cristianismo, pero eso le falló y ahora se ha inventado la Unión Europea.</p>
<p><strong>FIN de la SEGUNDA PARTE</strong></p>
<p><strong>Fuente:</strong> <a title="Escuadrones de la Fe" href="http://www.escuadronesdelafe.galeon.com" target="_blank">Escuadrones de la Fe</a>.</p>
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<title><![CDATA[La Farsa del ``Proyecto 666'' - Parte I]]></title>
<link>http://estolodigoyo.wordpress.com/2009/11/19/la-farsa-del-proyecto-666-parte-i/</link>
<pubDate>Thu, 19 Nov 2009 18:19:38 +0000</pubDate>
<dc:creator>santacapuchi</dc:creator>
<guid>http://estolodigoyo.wordpress.com/2009/11/19/la-farsa-del-proyecto-666-parte-i/</guid>
<description><![CDATA[La humanidad se enfrenta a grandes dilemas en este momento profético. Se enfrenta ante la disyuntiva]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>La humanidad se enfrenta a grandes dilemas en este momento profético. Se enfrenta ante la disyuntiva de seguir creyendo a los hombres o creer en la palabra de Dios. Tenemos que reprogramarnos, que liberarnos de esos paradigmas que nos llevan por el camino equivocado. La cuestión es sumamente importante para cada ser humano, es vida o muerte, salvación o condenación.</p>
<p>La palabra de Dios nos habla de momentos muy difíciles para la raza humana. Jesús profetizó una cadena de males y que sembrarían la destrucción, el hambre, las enfermedades, las pestes, los azotes de la naturaleza, el aumento de la maldad, la inmoralidad. Ese cuadro que Cristo les pintó a sus discípulos lo estamos viendo. Es real, no es un invento de nadie. Jesús describió este tiempo como uno semejante a los tiempos de Sodoma y Gomorra, como en los tiempos de Noé. Eso es lo que estamos viviviendo.</p>
<p>Pero los hombres de Dios se callan, no predican estas cosas terribles, no quieren ser mensajeros de &#8220;malas noticias&#8221;, quieren ser mensajeros de paz, de abundancia, de bendiciones. Van por el camino equivocado, predican lo que la gente quiere escuchar:paz, amor, paraíso, prosperidad. Anuncian algo de sus propias mentes y no lo que está establecido en la Palabra de Dios.</p>
<p>Y yo dije:¡Ah, Señor Jehová! He aquí que los profetas les dicen: No veréis espada, ni habrá hambre entre vosotros, sino que este lugar os daré la paz verdadera.</p>
<p>Me dijo entonces Jehová: Falsamente profetizan los profetas en mi nombre, no los envié, ni les mandé, ni les hablé; visión mentirosa, adivinación, vanidad y engaño de su corazón os profetizan.</p>
<p>Por tanto, así ha dicho Jehová sobre los profetas que profetizan en mi nombre, los cuales yo no envié, y que dicen: Ni espada ni hambre habrá en esta tierra; con espada y con hambre serán consumidos esos profetas.</p>
<p>Jeremías 14:13-15</p>
<p>De la misma manera acontece hoy en la tierra. Miles de falsos predicadores, de falsos ministros, de falsos líderes religiosos, de falsos profetas abren sus bocas para anunciar &#8220;paz y seguridad&#8221; cuando realmente lo que nos espera es juicio del cielo por la maldad y el pecado.</p>
<p>Jesús fue claro al decirles a sus discípulos<br />
que en los postreros tiempos se levantarían falsos profetas.</p>
<p>Respondiendo Jesús, les dijo: Mirad que nadie os engañe.</p>
<p>Porque vendrán muchos en mi nombre diciendo: Yo soy el Cristo; y a muchos engañarán.</p>
<p>Y oiréis de guerras y rumures de guerra; mirad que no os turbéis, porque es necesario que todo esto acontezca, pero aún no es el fin.<br />
Porque se levantará nación contra nación, y reino contra reino; y habrá pestes, y hambre, y terremotos en diferentes lugares</p>
<p>y todo esto será principio de dolores.</p>
<p>S.Mateo 24:4-8</p>
<p>Y muchos falsos profetas se levantarán, y engañarán a muchos,</p>
<p>y por haberse multiplicado la maldad, el amor de muchos se enfriará,</p>
<p>Mas el que persevaré hasta el fin, éste será salvo. S. Mateo 24:11-13</p>
<p>Así que todo aquél que predique otra cosa es un falsante. Quien predique paz, unidad, prosperidad,tranquilidad no conoce la Palabra de Dios. Hoy vivimos esa experiencia terrible. Muerte y hambre por todo el planeta, violencia, criminlaidad, terrorismo, ninguna familia se siente segura ni ninguna nación tampoco.</p>
<p>Y Jesús le advirtió a sus discípulos: &#8220;y esto será principio de dolores&#8221;.</p>
<p>Nadie acusaría a una Agencia de Seguridad Nacional que anuncia un desastre que lo hace mal porque alarma a la ciudadanía. Pues menos nosotros. Hay, no una amenaza nacional, sino una amenaza global. Seremos vilmente atacados por las fuerzas del mal. Ya Satanás está escogiendo a sus aliados en la tierra, a sus servidores, a sus alcahuetes, ya trata de levantar la &#8220;infraestructura&#8221; de su reino. Ya tiene a sus servidores incondicionales colocados en todos los rincones del mundo. Ya tiene a sus profetas, a sus ministros, a sus científicos, a sus militares, a sus asesores, a sus adivinos y hechiceros, Ya ha creado el ambiente para establecerse. Pero no importa lo que haga, nada podrá hacer mientras la Iglesia Universal de Cristo esté sobre el planeta. Nada podrá hacer hasta que el Espíritu Santo no se haya ido.</p>
<p>Simplemente tiene a sus tontos haciéndoles creer que el reinará para siempre, que el arreglará a este mundo, que nada cuanto se dice en las Sagradas Escrituras se cumplirá, porque el estará allí para traer un nuevo &#8220;orden de paz y progreso&#8221; para toda la humanidad.</p>
<p>El Proyecto 666 es una locura producida por un falsante que está engañndo a miles por el Internet. Este ser no sabe dónde tiene las narices, se ha puesto al servicio de Satanás y se proclama como la Bestia, como el hijo de Dios que traerá la paz y el progreso a la humanidad, junto a la Unión Europea.</p>
<p>Falsante que es por obra de Satanás que prentende engañar a la humanidad. Su fin ya está determinado y será destruido por Dios.</p>
<p>Ante tanta confusión lo mejor es ir a la Palabra de Dios. Pedirle a Dios que nos dé entendimiento, que nos llene de su Santo Espíritu y que nos guíe a la verdad a través de nuestro Señor Jesús.</p>
<p>No hay dos verdades, la verdad de Dios no es relativa, es absoluta. No hay mil interpretaciones correcta, sólo Dios sabe cuál es y nos la dará. Dios siempre nos revela su verdad y nos muestra el camino de la rectitud.</p>
<p><strong>FIN de la PARTE I</strong></p>
<p><strong>Fuente:</strong> <a title="Escuadrones de la Fe" href="http://www.escuadronesdelafe.galeon.com" target="_blank">Escuadrones de la Fe</a>.</p>
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<title><![CDATA[“El Diablo” and the Divorced Parents]]></title>
<link>http://mattroseconscription.wordpress.com/2009/11/18/%e2%80%9cel-diablo%e2%80%9d-and-the-divorced-parents/</link>
<pubDate>Wed, 18 Nov 2009 20:29:50 +0000</pubDate>
<dc:creator>matthewrose1st</dc:creator>
<guid>http://mattroseconscription.wordpress.com/2009/11/18/%e2%80%9cel-diablo%e2%80%9d-and-the-divorced-parents/</guid>
<description><![CDATA[My parents were divorced at an early toddler age, and they always seemed to fight over having me at ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>My parents were divorced at an early toddler age, and they always seemed to fight over having me at holidays, or special events.  The situation at times was very bitter.  It so happened that when I was 15 years old, several decades ago, I was a relatively bad kid, like I wouldn’t do my school work well, or at all, skipped school a lot, and it forced my parents to sit down, put their differences aside, and work together toward a common goal.  I was amazed at the things that were accomplished.  My mother became less bitter, and was willing to compromise much more often.  Maybe because my father was there in more than just a monetary way, or maybe she saw what her actions were doing to our relationship.  Either way, it seemed like because she backed off a bit, and she said to make it easier on me, I was a happier kid.  My father seemed to be a bit more accommodating, but it seemed like my mother matured a bit more.  She also had another kid with her new husband, and that helped ease the tension.   My father on the other hand was unable to conceive with his new wife for many years; however, once he did, he also seemed to relax a bit more with me.  Long story real short; surface level take away, if you and your enemy have a common interest, and that interest becomes threatened; it seems you align to help protect that common goal, and may even allow bitterness, and ‘zoom out focus’ perspective to occur.</p>
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<title><![CDATA[Cuestión de fe]]></title>
<link>http://psicodelirium.wordpress.com/2009/11/18/cuestion-de-fe/</link>
<pubDate>Wed, 18 Nov 2009 07:12:05 +0000</pubDate>
<dc:creator>Daemonicus Imprimatur</dc:creator>
<guid>http://psicodelirium.wordpress.com/2009/11/18/cuestion-de-fe/</guid>
<description><![CDATA[Siempre quise volver con Sandra. No es sólo porque tengamos un hijo en común, si no también porque t]]></description>
<content:encoded><![CDATA[Siempre quise volver con Sandra. No es sólo porque tengamos un hijo en común, si no también porque t]]></content:encoded>
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<title><![CDATA[Sangre, sexo, mentira, sufrimiento y muerte]]></title>
<link>http://humanityalert.org/2009/11/17/sangre-sexo-engano-sufrimiento-y-muerte/</link>
<pubDate>Tue, 17 Nov 2009 16:35:09 +0000</pubDate>
<dc:creator>humanityalert</dc:creator>
<guid>http://humanityalert.org/2009/11/17/sangre-sexo-engano-sufrimiento-y-muerte/</guid>
<description><![CDATA[&#8230;el fenómeno OVNI es el secreto de la vida humana&#8230; &nbsp;]]></description>
<content:encoded><![CDATA[&#8230;el fenómeno OVNI es el secreto de la vida humana&#8230; &nbsp;]]></content:encoded>
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<title><![CDATA[Partypills.ie: Your Best Solution for a Safe Night Out]]></title>
<link>http://partypills1.wordpress.com/2009/11/17/partypills-ie-your-best-solution-for-a-safe-night-out/</link>
<pubDate>Tue, 17 Nov 2009 12:02:01 +0000</pubDate>
<dc:creator>partypills1</dc:creator>
<guid>http://partypills1.wordpress.com/2009/11/17/partypills-ie-your-best-solution-for-a-safe-night-out/</guid>
<description><![CDATA[Everybody wants to party and it only takes a little booze and a little pill pop before hitting the d]]></description>
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<title><![CDATA[Naming Desired]]></title>
<link>http://graficodoseag.wordpress.com/2009/11/17/naming-desired/</link>
<pubDate>Tue, 17 Nov 2009 04:34:08 +0000</pubDate>
<dc:creator>Paco Vena - Desired</dc:creator>
<guid>http://graficodoseag.wordpress.com/2009/11/17/naming-desired/</guid>
<description><![CDATA[Espero vuestra opinión sobre el nombre y la cabecera, ya me direis. View this document on Scribd]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Espero vuestra opinión sobre el nombre y la cabecera, ya me direis.</p>
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<div style="font-size:10px;text-align:center;width:100%"><a href="http://www.scribd.com/doc/22637859">View this document on Scribd</a></div>
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<title><![CDATA[Flickrfan: Supercar Run New York 78.jpg]]></title>
<link>http://flickrfanstan.wordpress.com/2009/11/17/flickrfan-supercar-run-new-york-78-jpg/</link>
<pubDate>Tue, 17 Nov 2009 03:19:17 +0000</pubDate>
<dc:creator>sgarrett6</dc:creator>
<guid>http://flickrfanstan.wordpress.com/2009/11/17/flickrfan-supercar-run-new-york-78-jpg/</guid>
<description><![CDATA[Photographed by VOD Cars Going through time &#8211; License]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p align="center"><a href="http://www.flickr.com/photos/vodcars/2575019184/"><img src="http://flickrfanstan.files.wordpress.com/2009/11/supercar-run-new-york-jpg.jpg?w=500&#038;h=333" border="0" height="333" width="500" alt="Supercar Run New York 78.jpg, flickrfan, vodcars, vod, cars, car, supercars, supercar, exclusive, elite, collection, new, york, ny, greenwich, connecticut, porsche, carrera, gt, aston, martin, dbs, dodge, viper, tt, ford, lamborghini, gallardo, superleggera, murcielago, miura, sv, diablo, countach, lp640, roadster, spyker, c8, spyder, jaguar, xj220ferrari, challenge, stradale, 599, gtb, fiorano, enzo, f40, 288, gto, koenigsegg, ccx, mclaren, f1, bugatti, veyron, jtphotos, jason, thorgalsen,photo by VOD Cars on FlickrFan Stan's site licensed under Creative Commons"></a></p>
<p>Photographed by VOD Cars</p>
<blockquote><p>Going through time </p></blockquote>
<p align="right">&#8211; <a href="http://creativecommons.org/licenses/by-nc-sa/2.0/" rel="nofollow">License</a></p>
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<title><![CDATA[¿El culto a Moloch en una tarjeta VISA?]]></title>
<link>http://abrirlosojos.wordpress.com/2009/11/16/el-culto-a-moloch-en-una-tarjeta-visa/</link>
<pubDate>Tue, 17 Nov 2009 02:29:21 +0000</pubDate>
<dc:creator>msante</dc:creator>
<guid>http://abrirlosojos.wordpress.com/2009/11/16/el-culto-a-moloch-en-una-tarjeta-visa/</guid>
<description><![CDATA[Para los que somos seguidores del trabajo de David Icke, o hemos visto la incursión de Alex Jones en]]></description>
<content:encoded><![CDATA[Para los que somos seguidores del trabajo de David Icke, o hemos visto la incursión de Alex Jones en]]></content:encoded>
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<title><![CDATA[Tenacious D: El tributo.]]></title>
<link>http://tenacioso.wordpress.com/2009/11/16/tenacious-d-el-tributo/</link>
<pubDate>Mon, 16 Nov 2009 17:02:40 +0000</pubDate>
<dc:creator>Tenacín De los bosques.</dc:creator>
<guid>http://tenacioso.wordpress.com/2009/11/16/tenacious-d-el-tributo/</guid>
<description><![CDATA[- Be you angels? -Ney!! We´re but men!!!! Ayer hablé de la mejor canción del mundo: &#8220;Bohemian ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>- Be you angels?</p>
<p>-Ney!! We´re but men!!!!</p>
<p>Ayer hablé de la mejor canción del mundo: &#8220;Bohemian Rhpsody&#8221; de Queen (por cierto, ¿sabeis que lo que cuenta la canción es un polvo?), y como tributo colgué el video respectivo con los debidos comentarios de admiración (nunca los suficientes).</p>
<p>Nada mas hacerlo me vino a la mente otro genial video de un no menos genial grupo de gamberrazos llamados &#8220;Tenacious D&#8221;, compuesto por los musicos y actores Jack Black y Kyle Gass.</p>
<p>El video se llama &#8220;Tribute&#8221; y cuenta como Jack y Kyle, andando cierta noche por una carretera en la que se les aparece el demonio en forma de Dave Grohl (Foo fighters) que les reta a cantarle la mejor canción del mundo a cambio de no tragarse sus almas, entonces ellos&#8230;&#8230;&#8230;&#8230;&#8230;.</p>
<p>Mejor lo veis:</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/pcJwz7wu8_s&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/pcJwz7wu8_s&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>Tambien aqui:<a href="http://www.youtube.com/watch?v=pcJwz7wu8_s">http://www.youtube.com/watch?v=pcJwz7wu8_s</a></p>
<p>Ya cuentan en la letra que la que cantan no es la mejor canción del mundo, solo es el tributo, la historia de aquella noche, puesto que no recuerdan cual fue.</p>
<p>Pero estoy seguro que era de Queen.</p>
<p>Para saber mas de Tenacious D, consultar a nuestro primo, Rock blog Azzurro: <a href="http://rockblogazzurro.wordpress.com/2007/11/19/tenacious-d-la-mejor-banda-del-mundo/">http://rockblogazzurro.wordpress.com/2007/11/19/tenacious-d-la-mejor-banda-del-mundo/</a></p>
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