<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		<title>Game Bunker Community - Blogs</title>
		<link>http://community.gamebunker.com/blog.php</link>
		<description />
		<language>en</language>
		<lastBuildDate>Fri, 21 Nov 2008 10:34:26 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://community.gamebunker.com/styles/consoul/misc/rss.jpg</url>
			<title>Game Bunker Community - Blogs</title>
			<link>http://community.gamebunker.com/blog.php</link>
		</image>
		<item>
			<title>Forget about politicians and terrorist and extreme Christians.</title>
			<link>http://community.gamebunker.com/blog.php?b=268</link>
			<pubDate>Thu, 06 Nov 2008 17:40:46 GMT</pubDate>
			<description><![CDATA[There is a real threat coming to mankind that has not been taking seriously by anybody but myself.  It's not Arabs, Extremist Christians, Russians, Asians, Terrorists, Republicans or Democrats.  Nope the real threat here that is going to ruin america and the world... 
 
Are Squirrels... 
 
Yes...]]></description>
			<content:encoded><![CDATA[<div>There is a real threat coming to mankind that has not been taking seriously by anybody but myself.  It's not Arabs, Extremist Christians, Russians, Asians, Terrorists, Republicans or Democrats.  Nope the real threat here that is going to ruin america and the world...<br />
<br />
Are Squirrels...<br />
<br />
Yes folks you heard this first from me.  Those bushy tailed bastards are taking over the world!  There plans are coming to action.  They are attempting to rig the elections, wars, finger pointing, car wrecks, blackouts, and damaged goods!  They have been planning this since the mid 90s.  They  are multiplying faster than a gremlin in water, or rabbits having sex.  There everywhere.  Trying to look cute, than they will strike ripping our jugulars apart.  I looked up google to check out a Anti Squirrel site.  To see if I was not the only one.<br />
<br />
<a href="http://www.antisquirrel.com" target="_blank">www.antisquirrel.com</a><br />
<br />
It's a bit Redneck like but at-least I'm not the only one aware of this.</div>

]]></content:encoded>
			<dc:creator>Unk Won</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=268</guid>
		</item>
		<item>
			<title>Goodbye....</title>
			<link>http://community.gamebunker.com/blog.php?b=267</link>
			<pubDate>Wed, 05 Nov 2008 14:45:38 GMT</pubDate>
			<description><![CDATA[I'm leaving the internet. and I'm quitting game design.  The Wii can kiss my ass.  hell video gaming can kiss my ass.  I feel like I died inside. 
 
Okay the reason for leaving is my folks are very upset because Mc Cain lost the presidency, while I don't really care about the maters. I just can't...]]></description>
			<content:encoded><![CDATA[<div>I'm leaving the internet. and I'm quitting game design.  The Wii can kiss my ass.  hell video gaming can kiss my ass.  I feel like I died inside.<br />
<br />
Okay the reason for leaving is my folks are very upset because Mc Cain lost the presidency, while I don't really care about the maters. I just can't help but feel sorry for them, they have been thru alot of hell.  I can't help wonder what can make them feel better.<br />
<br />
Update: Okay I just got some help from a friend of mine, and I'm feeling alot better now.</div>

]]></content:encoded>
			<dc:creator>Unk Won</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=267</guid>
		</item>
		<item>
			<title><![CDATA[Where's the good Nintendo sites?!]]></title>
			<link>http://community.gamebunker.com/blog.php?b=266</link>
			<pubDate>Tue, 04 Nov 2008 05:54:06 GMT</pubDate>
			<description>I mean come on, not only are the very little Nintendo sites around the internet.  Almost everyone of them always keep talking how Nintendo sucks, and how the Wii is terrible.  Which is stupid to see how where theres 1 freaken Nintendo Defender they go on a rampage that the place is full of fanboys...</description>
			<content:encoded><![CDATA[<div>I mean come on, not only are the very little Nintendo sites around the internet.  Almost everyone of them always keep talking how Nintendo sucks, and how the Wii is terrible.  Which is stupid to see how where theres 1 freaken Nintendo Defender they go on a rampage that the place is full of fanboys yet.  Theres only 1 fanboy and everyone else is a totaly Nintendo hating jack ass!  Sure Nintendo fanboys where jack asses in the N64 days, But to see Nintendo fanboyism dying is rather not a good ideal for Nintendo sites when the Xbox 360 and Playstation 3 fansites are full of there respected fanboys.  I don't have a problem with negativity once and awhile but when it becomes that everyone is a grouch and every single member of that particular product hates that particular product it's time to move on.  So in news I declare creating a Nintendo fan site that won't consist of whiny wimps complaining how the Wii sucks!  Yes it will be a fanboy site, but sometimes we need s place to cheer greg's favorite console for now on.<br />
<br />
Now to be clear I will not bash the other systems until some asshole comes along and tells me why I should sell my Wii.  screw that!</div>

]]></content:encoded>
			<dc:creator>Unk Won</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=266</guid>
		</item>
		<item>
			<title>Am I the only man offended...</title>
			<link>http://community.gamebunker.com/blog.php?b=264</link>
			<pubDate>Sat, 01 Nov 2008 03:18:27 GMT</pubDate>
			<description><![CDATA[by "Candyman" from Christina Aguilara? 
 
I find this song to be very very sexist. For years women have been complaining about how sexist a lot of men have been towards women. And now Christina Aguilara roles out this garbage? She should've fucking known better.  
 
You can bet if the song was...]]></description>
			<content:encoded><![CDATA[<div>by "Candyman" from Christina Aguilara?<br />
<br />
I find this song to be very very sexist. For years women have been complaining about how sexist a lot of men have been towards women. And now Christina Aguilara roles out this garbage? She should've fucking known better. <br />
<br />
You can bet if the song was "Candywoman" by a man but had similar lyrics, women around the world would be causing such an uproar.<br />
<br />
Well at least, I would think so.<br />
<br />
HOLY DOUBLE STANDARDS BATMAN!<br />
<br />
Who here agrees?<br />
<br />
Before anyone says, "OMG you listen to Christina Aguilara?" I have this to say in my defense. I first heard the song in AMV Hell 4, in within a clip of L from Death Note (has a REAAAL BIG sweet tooth, hence the song is funny in that context), then heard the song again when flipping through channels hearing the full line. Then thinking how stupid the song is. But stupid is as stupid does.</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=264</guid>
		</item>
		<item>
			<title><![CDATA[Yet another Hardcore Gamer who doesn't get it.]]></title>
			<link>http://community.gamebunker.com/blog.php?b=263</link>
			<pubDate>Wed, 29 Oct 2008 01:07:16 GMT</pubDate>
			<description><![CDATA[Seems like Portal: Still Alive has been released over XBLA, $15 ($5 cheaper than Portal would be over Steam, or a standalone retail copy). 
 
Granted I wouldn't buy since, A) I already have Portal, B) the Bonus maps available in Portal: Still Alive are available to us PC Gamers for free. 
 
But...]]></description>
			<content:encoded><![CDATA[<div>Seems like Portal: Still Alive has been released over XBLA, $15 ($5 cheaper than Portal would be over Steam, or a standalone retail copy).<br />
<br />
Granted I wouldn't buy since, A) I already have Portal, B) the Bonus maps available in Portal: Still Alive are available to us PC Gamers for free.<br />
<br />
But Hardcore gamers like to bullshit because that's what they do.<br />
<br />
<a href="http://kotaku.com/5069687/portal-still-alive-review-this-is-barely-a-triumph#c8595095" target="_blank">http://kotaku.com/5069687/portal-sti...iumph#c8595095</a><br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
	<table cellpadding="6" cellspacing="0" border="0" width="100%">
	<tr>
		<td class="alt2" style="border:1px inset">
			
				<br />
I'm getting pretty pissed at Valve. It almost feels like they're taunting gamers. They came up with (or rather, hired some people who came up with) an idea for the coolest thing to ever happen to video games, and then they decide to make the game only two hours long. Then a year later they make a sequel featuring the exact same levels, plus some levels that Valve didn't even make.<br />
<br />
<b>Somebody should make a Portal rip-off in the form of a FULL game. I'd buy it.</b>
			
		</td>
	</tr>
	</table>
</div>This fails so hard, I can't even say how hard it fails.<br />
<br />
But if I had to, it would be this statement alone:<br />
<br />
If the criteria for a "Full" game is the time to beat said game, than the only "Full" games on the market are the Final Fantasy series, and The Elder Scrolls. -_-</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=263</guid>
		</item>
		<item>
			<title>What makes a good Anime?</title>
			<link>http://community.gamebunker.com/blog.php?b=262</link>
			<pubDate>Sat, 25 Oct 2008 03:42:49 GMT</pubDate>
			<description><![CDATA[I am going to go ahead and throw this out there. 
 
What in your mind makes a good anime? 
 
Is it the story? Is it the characters? Is it the emotional cues? 
 
Or course, in my opinion it's a combination of all the 3 options I labeled about. 
 
But what makes an anime good to great is an anime...]]></description>
			<content:encoded><![CDATA[<div>I am going to go ahead and throw this out there.<br />
<br />
What in your mind makes a good anime?<br />
<br />
Is it the story? Is it the characters? Is it the emotional cues?<br />
<br />
Or course, in my opinion it's a combination of all the 3 options I labeled about.<br />
<br />
But what makes an anime good to great is an anime that can toy with your emotions. I don't usually cry, but there is some animes out there that made me tear up a bit.<br />
<br />
So far, the only anime(s) that made me shed a few tears were Gundam Seed, and Macross Frontier.<br />
<br />
Now that I came out with this bit of information, it is your turn to answer the question, what makes a good anime?</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=262</guid>
		</item>
		<item>
			<title><![CDATA[Home Beta - Uncharted Game Space (Sully's Bar)]]></title>
			<link>http://community.gamebunker.com/blog.php?b=261</link>
			<pubDate>Fri, 24 Oct 2008 16:09:24 GMT</pubDate>
			<description><![CDATA[So I've had the Home beta for about a month or so, and I've had a lot of time to get to know it.  One of the best features is this new "Game Spaces" thing. 
 
 
I promptly enjoyed the Uncharted game space, where I earned an item for my home space from winning a new Home Arcade game called Mercenary...]]></description>
			<content:encoded><![CDATA[<div>So I've had the Home beta for about a month or so, and I've had a lot of time to get to know it.  One of the best features is this new "Game Spaces" thing.<br />
<br />
<br />
I promptly enjoyed the Uncharted game space, where I earned an item for my home space from winning a new Home Arcade game called Mercenary Madness (it's like those older games Lode Runner and Pitfall!).<br />
<br />
Second floor, door on the right.<br />
<div style="margin: 5px;"> 
<div class="smallfont" style="margin-bottom: 2px;"> 
<b>Spoiler!</b> <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if(this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != 'inline') 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'inline'; this.innerText = ''; this.value = 'Hide'; } 
else 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value='Show'; }" type="button">
</div> 
<div class="alt2" style="border: 1px inset; padding: 6px;"> 
<div class="spoiler" style="display: none;"><br />
<b>Artifact Room</b><br />
To get the code, listen to the clicks on the radio at the bottom of the stairs.  If you're too lazy to do that 24312.<br />
<br />
This room has nothing in it.  WTF?  Although by accessing this room you gain another new home item for your space.<br />
</div> 
</div> 
</div><br />
<br />
Second floor, door on the left.<br />
<div style="margin: 5px;"> 
<div class="smallfont" style="margin-bottom: 2px;"> 
<b>Spoiler!</b> <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if(this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != 'inline') 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'inline'; this.innerText = ''; this.value = 'Hide'; } 
else 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value='Show'; }" type="button">
</div> 
<div class="alt2" style="border: 1px inset; padding: 6px;"> 
<div class="spoiler" style="display: none;"><br />
<b>Film Room</b><br />
41675<br />
<br />
Oddly enough, this room has a bunch of artifacts in it while the Artifact Room has none.  You can interact with one and then view all of them by moving left and right.  Very neat, but no reason to come back.<br />
</div> 
</div> 
</div><br />
<br />
First floor, to the right of the bar.<br />
<div style="margin: 5px;"> 
<div class="smallfont" style="margin-bottom: 2px;"> 
<b>Spoiler!</b> <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if(this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != 'inline') 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'inline'; this.innerText = ''; this.value = 'Hide'; } 
else 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value='Show'; }" type="button">
</div> 
<div class="alt2" style="border: 1px inset; padding: 6px;"> 
<div class="spoiler" style="display: none;"><br />
<b>MYSTERY</b><br />
The code to get to this room is 1024, however it won't let you in just yet.  Some suspect that it's the date October 24th that will see the opening of the room, but it's 2:30 AM on the 24th and the door isn't opening.<br />
<br />
The way we know it's 1024 is because when you type in anything else it says, "Invalid Code" whereas if you type in 1024 it says "Access Denied".<br />
<br />
Some expect that this door will reveal a sequel to Uncharted.<br />
</div> 
</div> 
</div><br />
<br />
UPDATE:<br />
<div style="margin: 5px;"> 
<div class="smallfont" style="margin-bottom: 2px;"> 
<b>Spoiler!</b> <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if(this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != 'inline') 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'inline'; this.innerText = ''; this.value = 'Hide'; } 
else 
{ this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value='Show'; }" type="button">
</div> 
<div class="alt2" style="border: 1px inset; padding: 6px;"> 
<div class="spoiler" style="display: none;"><br />
So the door on the first floor works now with 1024, but once you get into that you have to enter a 5 digit combination - rotation style lock instead of digital input.<br />
</div> 
</div> 
</div></div>

]]></content:encoded>
			<dc:creator>TigerC10</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=261</guid>
		</item>
		<item>
			<title>Dead Space (PS3)</title>
			<link>http://community.gamebunker.com/blog.php?b=260</link>
			<pubDate>Thu, 23 Oct 2008 02:36:32 GMT</pubDate>
			<description><![CDATA[If there's one thing we all should have learned by now, it's that you never enter an apparently-derelict space hulk where power is gone and communications are out while assuming it's just a simple repair job. 
 
Alas for Isaac Clarke, he and the rest of his team of intrepid engineers and repair...]]></description>
			<content:encoded><![CDATA[<div>If there's one thing we all should have learned by now, it's that you never enter an apparently-derelict space hulk where power is gone and communications are out while assuming it's just a simple repair job.<br />
<br />
Alas for Isaac Clarke, he and the rest of his team of intrepid engineers and repair workers apparently forgot to read the memo.  Because when they are sent to fix the communications problem on the <i>USG Ishimura</i>, it's just one bad thing after another.  First they wreck their shuttle coming in, then the <i>Ishimura</i>'s power is off-line, then the things start coming out of the walls and killing people, and then the hallucinations begin...<br />
<br />
Has everybody in the 21st century forgotten the lesson of <i>Alien</i>s?<br />
<br />
Well, one thing's for certain.  Because while Isaac and company might have slept through the lessons that would have saved their lives and let them avoid this whole unpleasant mess, the wonderfully twisted minds behind <i>Dead Space</i>'s development did not.  In what has got to be the single most atmospheric new IP introduced this generation, <i>Dead Space</i> does damn near everything right and introduces new aspects to the tried-and-true "trapped-in-a-derelict-spacecraft-swarming-with-aliens" genre that will be copied by other game companies for years to come.<br />
<br />
It's clear the development team has seen every horrific sci-fi film in the last twenty years, and it brings all the best elements from them to bear on you.  The isolation of stalking through corridors with only your guide's voice to help you along from <i>Alien</i>?  Check.  The strange outbreak of what appears to be a very nasty contaminant from <i>Event Horizon</i>?  Check.  The unbridled lust for gore and dismemberment found in <i>Starship Troopers</i>?  Check.  <i>Dead Space</i> knows what sci-fi horror fans want, and delivers it to them in unashamed shovelfuls.<br />
<br />
But it's not just pulling from movies, as the game quite cheerfully takes tried-and-true conventions from successful video game franchises and plugs them into the right slots as well.  Video, audio and personal logs from <i>System Shock 2</i>?  Lighting and shadows to mess with your head from <i>Silent Hill</i>?  Ragdoll physics from <i>Half-Life 2</i>?  Resource management from <i>Resident Evil</i>?  Third-person over-the-shoulder perspective from <i>Uncharted: Drake's Fortune</i>?  A full arsenal of weapons like <i>Doom</i>?  All present and accounted for, sir.<br />
<br />
Then <i>Dead Space</i> ups the ante by throwing in a killer soundtrack, one of the greatest and most convoluted storylines ever encountered in a shooter, level design that is nothing short of brilliant, puzzles that can kill you while still making perfect sense, a way of customizing your weapons that fits perfectly with the game's dark and gritty setting, zero-gravity and airless environments that force you to consider the full 360-degrees of space around you, and a slew of disgusting beings that you can still tell were once living, breathing people, and a built-in objectives locator that helps you figure out where you need to go next...the list goes on and on.<br />
<br />
But what most impresses me is the lengths that <i>Dead Space</i> goes to in order to just creep you out and mess with your head.  You know a game is working when simple environmental effects make you jump.  Listening to some of the logs especially gives a wonderful sense of unease, and several of them have made me downright uncomfortable. For example, one audio log features a doctor, talking in a reasonable and calm tone about how he has gained the trust and confidence of his research subject, while in the background the patient can be heard yelling, thrashing on the table, and screaming bloody murder, demanding to be unstrapped from the table he's on.  Another features a worker making his final entry and saying the obligatory "tell my wife and kids I love them" line, then switches over into ear-covering territory as he relates what he's about to do so that his body won't be of any use once it is reanimated...and then does it.  <i>Dead Space</i> pulls no punches.<br />
<br />
Level design is often hard to accomplish well in a futuristic environment (witness <i>Halo</i>, which starts off good but rapidly degenerates into "weren't we just in this corridor?" territory), but again, <i>Dead Space</i> knows exactly what it wants to do and does it.  Every area has been designed with the kind of exacting detail that you would expect from professional starship designers.  Sections that are working areas are industrial, stained, and functional with all manner of lifts and trams to carry a work crew from place to place and loads of heavy equipment for heavy lifting.  Areas that would be more public or relaxing, such as crew quarters or the bridge, are sweeping, grand, majestic and clean (or at least they were before the <i>Ishimura</i> got taken over).  There's a very strong flavour of gothic design in the architecture of the spaceship: ceilings rise and span overhead, pipes and supports spiderweb all over the walls, the open spaces are <i>really</i> open, and the confined spaces are packed while still being navigable.  Nothing appears out of place on the <i>Ishimura</i>, and every section of the ship has a very clear function and purpose.  And while the game will have you backtracking and re-visiting areas you have been to before, you never feel like you're doing it over again, because you are exploring new sub-sections of the overall area, not just rehashing the same level again and again.<br />
<br />
There are a plethora of monsters in <i>Dead Space</i>, and all of them aim to make your life uncomfortable.  From the simple swarming enemies that often fly forth from the bloated corpse of an enemy or come pouring out of an air vent (or flying out of a clogged toilet in a very unsanitary bathroom) to the giant hulking multi-armed and large-clawed bipeds that launch themselves upon you with a wicked scream, each and every last one of them presents you with a suitable challenge.  But the best part about the monsters is blowing them to pieces, because body shots in <i>Dead Space</i> won't even slow down an attacker.  As the writing on the wall literally tells you in the first chapter, severing them limb from limb is the fastest way to cream an attacker.  Blow off arms and claws to keep them from swiping and slashing, blast off legs to make them drop and slow them down, and sever tentacles to keep them from impaling you, because if you don't, then Isaac will quickly be dragged to the deckplates, hurled against a wall, pulled into a vent shaft, ferociously bitten, or even decapitated or torn limb-from-limb.  So, while the Golden Rule might be to do unto others as you'd have them do unto you, Sarah recommends the Iron Rule of "do unto others, and then run like hell."<br />
<br />
Of course, doing unto others in such a fashion requires weapons, and <i>Dead Space</i> is no slacker in this department.  For a change, the weapon systems that have prevailed since the original Doom are completely gone; you will not find a pistol, shotgun or rocket launcher laying around anywhere on the mining vessel.  What you will find are a small assortment of mining tools that one can very easily adapt for combat purposes.  And for another change, Isaac's first weapon, the plasma cutter, is very powerful in its own right.  It is possible to play through the game using nothing but this weapon (and indeed, there is a trophy for doing so), but there are six other weapons to be acquired and used if you so desire, including a Pulse Rifle, Flamethrower, and my favorite, the Ripper (basically a short-range remote-controlled saw blade that tears through anything unarmoured in seconds).  All your weapons have an alternate-fire mode in addition to their standard rate of fire, but Isaac can only carry four weapons at any one time so deciding what to carry and what to leave behind will depend greatly on your own personal playing style.  Weapons can be upgraded using power nodes found or bought throughout the game to increase their damage, rate of fire, speed of reload, or total ammo capacity per clip; this requires Isaac to find a Bench.<br />
<br />
Inventory management is also important, as Isaac starts wearing a Level 1 engineering suit with only 10 slots to store equipment, 100 hit points and 60 seconds' worth of air, but you can upgrade him up to a maximum of 200 hit points and 120 seconds worth of air.  In addition, higher-level suits can be purchased as you continue through the game which give him more inventory space and add armour to absorb some damage.<br />
<br />
Buying equipment is accomplished by visiting one of the ship's Stores, which functions as both a shop from which you can buy or sell things you've found in the game as well as a storage area so that you can free up needed inventory slots.  Like the boxes in <i>Resident Evil</i>, items you have stored can be accessed and retrieved from any other Store on the ship.<br />
<br />
Finally, Isaac's suit has two other special functions: a Stasis module and a Kinesis module.  Stasis operates exactly like it sounds: slowing down or freezing an enemy or piece of machinery to allow Isaac to kill it or bypass it at his leisure.  Stasis power is limited, but it can be recharged using a Stasis Pack from your inventory or a Stasis Recharger on a wall.  Kinesis, on the other hand, allows Isaac to grab and manipulate objects around the environment rather like the gravity gun in Half-Life 2.  Using Kinesis, you can operate heavy machinery, grab out-of-reach items, pull or push platforms around, even grab body parts you've blown off monsters and shoot them as makeshift weapons.  And unlike Stasis, your Kinesis module has unlimited power so you can use it to your heart's content.<br />
<br />
I have not been this creeped out by a game in a long, long time.  Mad props to Electronic Arts for designing a new IP that is fun, scary, and successfully integrates so many elements from so many good movies and past games.</div>

]]></content:encoded>
			<dc:creator>SarahC</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=260</guid>
		</item>
		<item>
			<title><![CDATA[Another good game on my list of games I've never beat.]]></title>
			<link>http://community.gamebunker.com/blog.php?b=259</link>
			<pubDate>Sun, 19 Oct 2008 05:33:58 GMT</pubDate>
			<description><![CDATA[F.E.A.R 
 
I just playing again recently, and this time I didn't stop sometime at the beginning of the game.  
 
I got much futher this time. And hopefully I will be able to finish it this time around. 
 
Image: http://img.photobucket.com/albums/v624/Seph64/FEAR/th_Fear01.jpg ...]]></description>
			<content:encoded><![CDATA[<div>F.E.A.R<br />
<br />
I just playing again recently, and this time I didn't stop sometime at the beginning of the game. <br />
<br />
I got much futher this time. And hopefully I will be able to finish it this time around.<br />
<br />
<a href="http://img.photobucket.com/albums/v624/Seph64/FEAR/Fear01.jpg" target="_blank"><img src="http://img.photobucket.com/albums/v624/Seph64/FEAR/th_Fear01.jpg" border="0" alt="" /></a><br />
<a href="http://img.photobucket.com/albums/v624/Seph64/FEAR/Fear02.jpg" target="_blank"><img src="http://img.photobucket.com/albums/v624/Seph64/FEAR/th_Fear02.jpg" border="0" alt="" /></a><br />
<br />
And when I find this fat bastard, I am going to kill him. Oh yes, and teabag his corpse as well.</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=259</guid>
		</item>
		<item>
			<title><![CDATA[Unk Reviews movies: Rock & Rule (spoiler free)]]></title>
			<link>http://community.gamebunker.com/blog.php?b=258</link>
			<pubDate>Mon, 06 Oct 2008 22:42:58 GMT</pubDate>
			<description><![CDATA[Last week I was reading and browsing thru wikipedia on old non-anime animated films made for older audiences.  I was readying a bit about Ralph Bakshi's Fire and Ice, Heavy Metal, and then I read about a particular animated title.  This one caught my eye the most as I was looking for films related...]]></description>
			<content:encoded><![CDATA[<div>Last week I was reading and browsing thru wikipedia on old non-anime animated films made for older audiences.  I was readying a bit about Ralph Bakshi's Fire and Ice, Heavy Metal, and then I read about a particular animated title.  This one caught my eye the most as I was looking for films related to Heavy Metal but with better animation and a full story rather than a bunch of shorts.  I came across a film made by Saturday Morning Animation studio Nelvana and was there first film and there last "adult" film due to the fact the film bombed big time at the box office due to poor marketing and lack on interest in MGM's part.<br />
<br />
<br />
Animation: B <br />
<br />
Many people say this film's animation is outdated.  While it pales in comparison to mid 90s Disney and Don Bluth films the animation of Rock &amp; Rule was ahead of it's time for a animated film for older audiences, .  It was not quite as good as most children's films of the 90s and even 80s, but it was pretty darn close and was really good compared to Heavy Metal and Ralph Bakshi's works.  It also compares to older Disney films as well.<br />
<br />
Story: C<br />
<br />
While the story was weak and was a mess for today's standards.  But the story and characters were really original back in the 80s in terms of cartoons and animated films.   Hell the characters are even likable to today's CG films even if there overly generic.  The lead character Omar is your stereotypical like-able jerk ass with a soft side but he IS like-able due to who he's a asshole with which makes it funny. Stretch is your typical goofy comedy relief unlike Jar Jar or other poor attempts at comedy relief he actually is funny.  Dizzy is your typical very nice knowledgeable guy.  Angel is just well...  Not only hot for a "mutant" but also your somewhat strong female character, compared to all the women of animated movies at the time, she's not a "damsel in distress" which is refreshing for something of the time.. Anyhow I won't spoil the plot but I will is it's not quite action packed but it's makes up for in alot humor and adventure.  Rock &amp; Rule is basically Heavy Metal Lite which is not even a bad thing to tell you the truth but it's like a beautiful picture jangled up in a jigsaw puzzle you can't fit it never quite gets to create a pretty picture due to difficult to find pieces.<br />
<br />
Voice Acting and Sound: B+<br />
<br />
Voice Acting in Rock in Rule works!  All the character's make sense, though I cannot be the judge for Omar's voice because I don't know if it's the american version or the canadian version on the download movie I saw(Yes I downloaded it first, but I do plan on buying the DVD soon)  They all sound there parts and actually give it a lot of character.  My Favorite of the voices has to be the voice for the Villain Mok, the dude just sounds like a real evil cartoony guy.  The soundtrack is a mixed bag but good and generic enough to not go to detail on that.<br />
<br />
Final opinion: B  It's not the greatest movie ever and far from even the greatest animated film better.  But I liked it.<br />
<br />
Personal Opinon: A+</div>

]]></content:encoded>
			<dc:creator>Unk Won</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=258</guid>
		</item>
		<item>
			<title><![CDATA[Half-Life in hindsight: The Hazard Suit isn't so lucky.]]></title>
			<link>http://community.gamebunker.com/blog.php?b=257</link>
			<pubDate>Fri, 03 Oct 2008 03:19:39 GMT</pubDate>
			<description><![CDATA[I was playing HL2 today, and one of the rebel characters said, "Looks nasty in there! Good thing you got that suit!" 
 
And I am like, "What's so good about this suit?" 
 
All it has brought me is bad luck, and a messianic obligation to save the world as the savior of mankind (in this game of...]]></description>
			<content:encoded><![CDATA[<div>I was playing HL2 today, and one of the rebel characters said, "Looks nasty in there! Good thing you got that suit!"<br />
<br />
And I am like, "What's so good about this suit?"<br />
<br />
All it has brought me is bad luck, and a messianic obligation to save the world as the savior of mankind (in this game of course).<br />
<br />
Lets look at what happened when I put the suit on:<br />
<br />
I cause a resonance cascade allowing aliens of all kinds through to the earth. Bringing the Combine to enslave humanity.<br />
<br />
And then when I return to the fold and again put the suit on, even more trouble begins. I have more Civil Protection on my ass than any normal civilian. I destroy a place of fear for humanity in which sparks a world-wide rebellion, in which probably most of the remaining humans will probably die because of it. And I somehow must save humans from extinction. WHO THE HELL WANTS THAT KIND OF RESPONSIBILITY!?<br />
<br />
I wish I never got out of bed on that day of the resonance cascade. Stupid aliens, and their oppressive ways. Oh well, I guess I should make my way through this tunnel filled with toxic waste, and zombies up the wazoo, and continue to be the savior of all mankind.<br />
<br />
To be continued?</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=257</guid>
		</item>
		<item>
			<title>Wow, found an old AGP Video Card...</title>
			<link>http://community.gamebunker.com/blog.php?b=256</link>
			<pubDate>Wed, 01 Oct 2008 21:59:23 GMT</pubDate>
			<description>Ok this is funny. Before I got this computer here working (the one my mom gave me), I was looking all over for an old AGP Video Card to get my old computer in to a working state til I could get a replacement card for the aforementioned computer.  
 
But we all know, I decided to buy a replacement...</description>
			<content:encoded><![CDATA[<div>Ok this is funny. Before I got this computer here working (the one my mom gave me), I was looking all over for an old AGP Video Card to get my old computer in to a working state til I could get a replacement card for the aforementioned computer. <br />
<br />
But we all know, I decided to buy a replacement video card for the machine my mom gave me when she got her laptop.<br />
<br />
I was looking around my room for my F.E.A.R CD-Key (I seem to keep losing it), and I found an old GeForce 4 MX card. I stuck it in the old computer, and it works.<br />
<br />
Now I am using that old computer to transfer files from it to this one. I was planning on giving the hard drives on the old machine to my bro (and still do), but I couldn't find a good time to install them and then transfer files. Now I do not have to worry about transferring from his machine. <br />
<br />
My old computer will die again soon since I plan on giving the essentials to his computer (RAM, Hard Drives, DVD Burner).</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=256</guid>
		</item>
		<item>
			<title><![CDATA[Linux: Who the hell enables write support for a FS Linux can't be installed on?]]></title>
			<link>http://community.gamebunker.com/blog.php?b=255</link>
			<pubDate>Tue, 30 Sep 2008 20:37:56 GMT</pubDate>
			<description><![CDATA[Lost a lot of data because I didn't know the Ubuntu enabled write mode on NTFS. 
 
I was deleting files en masse on the linux partition because I didn't feel like reformatting that partition (rm -rf *). 
 
What I had expected to happen was the files on the Linux partition to be deleted. What I...]]></description>
			<content:encoded><![CDATA[<div>Lost a lot of data because I didn't know the Ubuntu enabled write mode on NTFS.<br />
<br />
I was deleting files en masse on the linux partition because I didn't feel like reformatting that partition (rm -rf *).<br />
<br />
What I had expected to happen was the files on the Linux partition to be deleted. What I didn't expect that the Windows files (important ones) got deleted as well.<br />
<br />
Now this was not on an installed Linux system. I was booted in to a Ubuntu LiveCD. Why on earth did they decide that NTFS needed write support on a LiveCD? Knoppix is the Universal Linux system restoration LiveCD.<br />
<br />
And before you ask, installing Linux on NTFS would be risky at best. Even with NTFS-3G which has "Stable" write support for NTFS in Linux, it still has the off chance of data corruption due to differences among file system standards.<br />
<br />
I totally wasn't expecting this...<br />
<br />
I have to "acquire" Tengan Toppa Gurren Lagann again (didn't get a chance to burn it to a couple DVDs). I also lost the urge to play HL2 since the Save files and screenshots I had were deleted. And I do not feel like playing from the beginning to the Highway 17 chapter again, and I don't feel like cheating to get back there again.<br />
<br />
I know, I am partly to blame since I didn't unmount my Windows partitions before issuing the delete command. But I didn't seriously expect a LiveCD to have NTFS write support.<br />
<br />
Although, now that I think about it, Tiger did say something about being in a LiveCD backing a Windows drive on to another Windows drive on Aim a few days. But I didn't think anything of it til after my data got deleted.<br />
<br />
But I am still ticked off about this. But I guess I only have myself to blame for this fiasco. But I swear, I will never use a Ubuntu LiveCD again.</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=255</guid>
		</item>
		<item>
			<title>I waste too much time in the future.</title>
			<link>http://community.gamebunker.com/blog.php?b=254</link>
			<pubDate>Tue, 30 Sep 2008 02:01:17 GMT</pubDate>
			<description><![CDATA[I just realised I waste too much of my time over investing in the future instead of just investing moddestly.  I have to realise one thing that it's natural that all things go down hill anyways and that I myself am going down hilll everybody is.  It's not because of the current situation of the...]]></description>
			<content:encoded><![CDATA[<div>I just realised I waste too much of my time over investing in the future instead of just investing moddestly.  I have to realise one thing that it's natural that all things go down hill anyways and that I myself am going down hilll everybody is.  It's not because of the current situation of the world, it's just natural.  Which brings the conclusion that rather than sulking and hoping of salvation that I forgot that life is beautifull and that we are only wasting our time preparing and hording things.  Instead we should enjoy life and become happy.  Problem is I'm trying too hard to come up with something and want to make it big.  Only reason I want to be famous is to help the world, but I have to realise maybe that is'nt for me.  I think the best way to be a hero is do your daily task in the present rather than save the future that doe's not exist yet.<br />
<br />
I should start making use of all my investments I have spent on video games and other stuff like movies. Start using them instead of just collecting them.  I should be happy my nephew is making me play video games rather than get angery.<br />
<br />
I also need to start exercising again as I quit 2 weeks ago due to always preparing for things that don't need to be prepared like Ike, Antique Fair and my video game carrier as it could potentialy fail on me. Exercise helps as it really gets alot of stress off of me.<br />
<br />
Though it doesn't mean I quite making games, and helping my brother do movies, It just means I'm not going to keep working on the future soo much.</div>

]]></content:encoded>
			<dc:creator>Unk Won</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=254</guid>
		</item>
		<item>
			<title>Game Question: What would be your most funniest, yet embarrassing death in a game?</title>
			<link>http://community.gamebunker.com/blog.php?b=253</link>
			<pubDate>Mon, 29 Sep 2008 21:38:32 GMT</pubDate>
			<description><![CDATA[This question might have been posed to us before countless times. But lets have at it yet again. 
 
Deaths in a game so embarrassing that it's actually funny. 
 
You know how I love the HL series, and how I like to play them again and again, right? ANYWAY! I was in my airboat fighting the chopper...]]></description>
			<content:encoded><![CDATA[<div>This question might have been posed to us before countless times. But lets have at it yet again.<br />
<br />
Deaths in a game so embarrassing that it's actually funny.<br />
<br />
You know how I love the HL series, and how I like to play them again and again, right? ANYWAY! I was in my airboat fighting the chopper near the end of Water Hazard, and when I killed it, the remains of it crashed right on me, taking me out in the process. Gives a whole new meaning to the term, "killing each other." What is worse is that a half a second before I died, it automatically saved so that if I pressed fire to load up the latest save file, I'd repeat my death. Had to load up an earlier save file.<br />
<br />
Looking back, I can't help but laugh about how silly that death was.<br />
<br />
Your turn peeps.</div>

]]></content:encoded>
			<dc:creator>Seph64</dc:creator>
			<guid isPermaLink="true">http://community.gamebunker.com/blog.php?b=253</guid>
		</item>
	</channel>
</rss>
