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pd Rydia
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SSBB

Unread postby pd Rydia » Wed Jul 26, 2006 4:47 pm

http://n-central.com/modules/news/article.php?storyid=1041

Wii : Super Smash Bros Brawl to feature Destructable Terrain

Posted by Hatrix on 2006/7/9 12:50:00 (3916 reads)
Wii

New rumour to hit the wire for Super Smash Bros Brawl today.

On a Japanese blog apparently run by a programmer for Super Smash Bros Brawl, they've released two new secrets about Super Smash Bros Brawl.

One of the secrets are that each level will feature destructable terrain that will burn, blow up or even crumble away.

The second secret is that characters will be customizable. Each character will have an array of new moves which you can assign and adjust including speed and power statistics, and even the ability to customise costumes.

It is still unknown as to whether or not this will be included for online play, but it would be an awesome feature if it is.
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Spleen
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Re: SSBB

Unread postby Spleen » Wed Jul 26, 2006 5:36 pm

There was some destructible terrain in Melee, too. Planet Zebes comes to mind.

The other stuff sounds HARD-FUCKING-CORE. <p>-_-___-___-___-_-

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Pothead Ghost!

Unread postby Nick Shogun » Wed Jul 26, 2006 6:32 pm

Sounds good, although I think the levels are pretty small to begin with. It's odd--levels like Samus' and Kirby's are miniscule, but levels like Link's are too large for that kind og combat.

Does it say anything about MGS boxes as items? <p><div style="text-align:center">
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Re: Pothead Ghost!

Unread postby pd Rydia » Wed Jul 26, 2006 6:51 pm

No, that's the entire article. You could easily verify this by following the large bolded hyperlink I included. <p><hr /><div style="text-align:center">dictionary.com | encyclopædia dramatica
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Re: SSBB

Unread postby ikozaedro » Wed Jul 26, 2006 10:54 pm

<blockquote>Quote:
and even the ability to customise costumes.
</blockquote>

hope this includes clones becoming costumes of the original. <p><div style="text-align:center">Image
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LAAAAAAAAAAAAAAAAZY.

Unread postby Nick Shogun » Thu Jul 27, 2006 2:18 am

I could have followed that hyperlink, but seriously, it's me. <p><div style="text-align:center">
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Re: LAAAAAAAAAAAAAAAAZY.

Unread postby Justice Augustus » Thu Jul 27, 2006 2:44 am

From the preview vids I've seen it looks like they're keeping the variety in terrain size. There were some that looked so small four characters could barely fit, and others that looked like a good minute's travel to get across. Personally, I like that variety. It prevents the maps from becoming too muchh of a weapon, and means the game focuses more on adaptability.

At least that's my impression.
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Re: SSBB

Unread postby BrainWalker » Sat Jul 29, 2006 10:29 am

Dude, it was already confirmed that "The box" is an item. PAY ATTENTION!

Also, that customizeablility jazz sounds... kind of weird, actually. I mean, it also sounds really fucking awesome, don't get me wrong, I'm just curious as to how it will be implemented.

It'd be cool if they had a "create a character" thing where you could mix and match moves from the other characters or something. But given the vast amount of variety in character models, I'm not sure what the base model for a createable character would be. Maybe one of those mushroom kingdom dudes.

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Re: SSBB

Unread postby PriamNevhausten » Sat Jul 29, 2006 2:08 pm

It has only brought ruin to Soul Calibur. I do not necessarily want full customization in SSBB. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: SSBB

Unread postby Zemyla » Sat Jul 29, 2006 4:23 pm

I think it's Smeargle. <p>-----
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Re: SSBB

Unread postby Dragon Sage007 » Sun Jul 30, 2006 12:17 am

A customizable Toad would be...interesting, to say the least. Or it could be one of the Wire Frames from the last game.

It could be untold legends of awesome, or it could suck big-time. Who knows? Also, Mr. Game & Watch. :{ <p><hr /><div style="text-align:center">Image </div></p>

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Re: SSBB

Unread postby Idran1701 » Sun Jul 30, 2006 4:59 am

I'd be surprised if they had full model customizability, honestly. One of the reasons they didn't add as many characters as they wanted in SSBM was, based on what I've heard, because creating a good collision detection model for each new character takes a _really_ long time, given how varied the characters are and the different types of environment interactions they all have. Maybe like was mentioned before, a base model that you can slightly vary in a purely scalar form (increasing height proportionally or that sort of thing). <p><hr />
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Re: SSBB

Unread postby Spleen » Sun Jul 30, 2006 10:04 am

Did they even have collision detection models in the first two games? Haven't you ever paused the game and seen your character half inside a piece of terrain and half out?

I think they're more likely to allow us to simply pick each character's moves from a small (and possibly unlockable) unique pallette than allow us to make new characters. Priam is right, and I think the staff on this game probably feels the same way (because we keep hearing how dedicated they are to this project). Melee, for me, was all about learning a character and how to adapt your playstyle to their particular quirks, and I think it would wreck Brawl to instead be able to build a character completely to your own specifications. Plus, who's to say someone won't discover and exploit "superior" combinations of abilities in the same way that twinks arise in role-playing games? If that doesn't wreck the game, I don't know what will. <p>-_-___-___-___-_-

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Re: SSBB

Unread postby PriamNevhausten » Mon Jul 31, 2006 1:17 am

Well, collision detection doesn't mean collision with the scenery. It means what defines when that bob-omb hits you, or where precisley that punch lands on your forehead. Player to player stuff, not player to inanimate-object stuff. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: SSBB

Unread postby ikozaedro » Mon Jul 31, 2006 5:57 am

is there even a game badass enough to detect that kind of colition, like in a zero merging with inanimate objects? <p><div style="text-align:center">Image
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Re: SSBB

Unread postby BrainWalker » Mon Jul 31, 2006 11:53 am

While I understand the sentiments from the last few posts, I am unsure as to exactly how "Create a Soul" has ruined Soul Calibur. <p><div style="text-align:center">Image</div></p>

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Necrid 4 lyfe, yo

Unread postby PriamNevhausten » Mon Jul 31, 2006 2:42 pm

It ruins the game because it encourages people to do random shit that has them being mediocre at a wide range of fighting styles instead of being GOOD at any one of them.

You remember what happens when I jump into the circle while you guys play that game? I *know* Mitsurugi, and I take you guys to the cleaners a good amount of the time. And you guys own the game. There is no reason you shouldn't be kicking my ass in large portions, considering I have all of four moves in my repertoire.

My Rugi skill has not *had* to improve, because as long as you don't learn a character, you won't throw curveballs at me that I have to adapt to. I don't improve because you don't improve, and you don't improve because you don't seem to really care. Nobody gets any better when there is no focus.

Would it be different if SC3 was available in arcades, and Create-A-Character was only a bonus console feature? Maybe, because then there would actually be a tournament scene, and C-A-C would be banned in professional play, thereby discouraging the extra fluff.

Is this a personal vendetta? Largely. But what I know for absolute certain is that the matches I have played in SC3 are generally less tight than the matches I have played in SC2 since before SC2 was released in the states. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: Necrid 4 lyfe, yo

Unread postby KingOfDoma » Mon Jul 31, 2006 6:13 pm

Question: Why is it not possible to learn the moves of one specific job/weapon? Have you not encountered someone who has decided "I'm going to play the best damn monk ever!"? <p><hr />
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Re: Necrid 4 lyfe, yo

Unread postby Archmage144 » Tue Aug 01, 2006 12:20 am

There is a certain irony to Priam's statements about lack of focus on a specific character or weapon style; I seem to recall being berated at least once for "only playing one character" back in the days before I bought SC2 and bothered trying to pick up a few more. Not by Priam, notably, but it's amusing nonetheless. <p><hr /><div style="text-align:center">Image

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Re: Necrid 4 lyfe, yo

Unread postby PriamNevhausten » Tue Aug 01, 2006 1:22 pm

Cha: No. Man, I wish I did. I would fight that motherfucker for *days* and it would be glorious. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: Necrid 4 lyfe, yo

Unread postby BrainWalker » Tue Aug 01, 2006 1:49 pm

After I asked that question, I thought about it and figured that that was probably where you were coming from. I guess you have a point there. It actually kind of annoys me that Pervy almost exclusively uses "random creation" because then I feel guilty for picking an actual character 'cause there's a greater chance that I'll destroy him utterly. That's one reason I tend to go for my created "souls" and the random creation option. That and the comedic value.

Still, it has always been a curse of mine in fighting games to want to know almost everyone somewhat decently rather than to specialize in a couple of characters. It pisses me off that Pervy almost always chooses Peach in SSB:M. That's why I tend to steer clear of the "Ken and Ryu" characters in fighting games. Of course they're good, but everyone already knows and uses them. I'm much happier when I kick someone's ass with Duck King or B.Jenet than I am if I win with Terry or Rock. Not that that ever happens since I never use them.

That's probably why I tend to get my ass kicked a lot.

We should work some of these issues out so we can actually enjoy the game in group settings, because there's some good shit in there. Salsalamel is the fucking man. And one of these days, one of the many people who have said "I'm going to learn Setsuka someday" is actually going to do it. <p><div style="text-align:center">Image</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=brainwalker>BrainWalker</A]&nbsp; Image at: 8/1/06 13:54

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Re: Necrid 4 lyfe, yo

Unread postby Ganonfro » Tue Aug 01, 2006 3:58 pm

Priam and I have talked about this before, numerous times. When I first bought Soul Calibur, there were few characters I liked at all, so I stuck with Kilik, and to a minor extent, Siegfried. My friend who I would play for hours on end played Mitsurugi. I honestly can say playing someone who is AWESOME at one character, enough to beat people round the board with that character, IS FUN AND NEVER GETS BORING.

An example. I've refined my Kilik from his SC1 days into SC2, and found just how deep he can go in comboing. He doesn't have too many that link effectively in normal combat, unless you're in practice and keep doing it til you know it pat, but the combos I do know are effective, brutal, and unbreakable. I came across a Nightmare/Siegfried player in school last year and he had to challenge me, on sheer principal, to find out if he was better than me.
The only advantage I had over him was previous knowledge of a majority of his attack links and possible combos from my own playing of him. All the battles ended up getting to 10% of our healths in a best 5 out of 9. We played to the point where he'd started to pre-empt my attacks, and I was forced to learn Kiliks other moves, like this wide leg sweeps and attacks on rebound of my own falling down. I never used them before, or a vast majority of his moves.

I learned from fighting that guy that I knew SHIT of Kilik's potential, until I was forced to start throwing, to me, oddball attacks to throw him off my patterns.

This point is a bit moot, since I have no experience with the SC3 character creation system, but the only person I've seen that I'd WANT to play, would be either Li Long or Hwang. Mostly because I've played them before and love Hwangs attacks most of all. I decimate people in SC2 as Assassin, which is almost a carbon copy of Hwang's SC1 attack list.


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Re: Necrid 4 lyfe, yo

Unread postby PriamNevhausten » Wed Aug 02, 2006 12:02 am

Rock Howard is actually hard to use, comparatively speaking. He's got some serious issues with cooldown time that he really needs to resolve. Makes placement all the more important with him, though, so that's kind of fun to find ways around.

I'll admit, I play Gouki in SF3.3, and that carries over to the other SF games that have him, but that's because my brain couldn't quite wrap properly around the strategy of the other characters. Sometime, though, I plan to get sweet with Dudley and/or Makoto and/or Yun. Because they're worth it. And I'm proficient with Sol in GGXX and its offshoots, but that clearly doesn't make him my main. But even if he was, that's still fine, in my opinion--the fact that there are so many Ky and Sol players doesn't mean that Ky and Sol aren't good or fun, because they are both of these things. And you still have to learn your shit to be able to play 'em right.

What was my point? I forget. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Death is too good for Necrid.

Unread postby BrainWalker » Wed Aug 02, 2006 10:14 am

Well, yea, after posting that I realized that Rock was probably not the best example to use there, but he's next to Terry who is the best example, so it all works out. Maybe. Maybe not. Moving on...

Anyway, I think your point was that you do use characters other than the Kens and the Ryus. Maybe. Maybe not. <p><div style="text-align:center">Image</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=brainwalker>BrainWalker</A]&nbsp; Image at: 8/2/06 10:15

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Re: Death is too good for Necrid.

Unread postby PriamNevhausten » Wed Aug 02, 2006 2:12 pm

I know what my point was going to be. Here we go.

Your not playing "Ryu" characters because everyone else plays them is tantamount to Will and Doug complaining about something cool just because it's popular. Sometimes, things are popular because they're good.

And, I mean, JUDO plays Ky Kiske and Ryu. And this is Judo. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: Death is too good for Necrid.

Unread postby BrainWalker » Thu Aug 03, 2006 12:14 am

Well, yea, I said they were good. I don't necessarily have a problem with these characters, (except for Ryu, who is one-dimensional, and Sol, who is just a bastard) I just have that weird variety fetish. It's why Edgemaster was my favorite character in Soul Calibur. I get tired of seeing Terry, Kyo, K', and Iori all the time, even if they are all totally badass. It's always more entertaining for me to see Mr.Big or Clark or Whip beat someone's ass simply because it just doesn't happen as often. Conversely, it's much more annoying for me to lose to Sol than it is to lose to Zappa. That's just the way I am.

You'll notice that I do pick Ky on occasion, especially when you've decided to have a Sol round. <p><div style="text-align:center">Image</div></p>

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Re: Death is too good for Necrid.

Unread postby PriamNevhausten » Thu Aug 03, 2006 7:34 pm

How many people do you know that play Kyo and Iori and K'?

I'm willing to wager one, one, and two, respectively. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: Death is too good for Necrid.

Unread postby BrainWalker » Sun Aug 06, 2006 12:22 pm

Hopefully I may be forgiven if my lack of experience with SNK and the fact that their roster changes so much makes it difficult for me to recall exactly who the "headliners" are. I may yeield a point on Kyo, who you may recall me having expressed interest in learning.

Doesn't the other Brian use K', though? Or am I insane/forgetful? And I'm pretty sure Chris has kicked my ass with K' on a number occasions.

Also, there are harder points to argue at play, like the fact that there are certain characters you are all but guaranteed to see in someone's party if you happen to catch a match in an arcade or if you're watching a gameplay video of some sort. Also, there's the fact that "dark skinned light haired guy in tight black leather" isn't the most original character concept ever. Not that I don't like K', I just tend to prefer weirder characters for some reason. Not like, Freeman weird. You may recall my affection for Rainbow Mika, one of the more ridiculous characters in fighting games, despite the fact that I can't use her for beans. Stupid circle motions. <p><div style="text-align:center">Image</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=brainwalker>BrainWalker</A]&nbsp; Image at: 8/6/06 12:25

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Re: Death is too good for Necrid.

Unread postby Archmage144 » Sun Aug 06, 2006 12:39 pm

No, not K'. I tend to whore Terry, but dear God do I ever have a fondness for Yuki. <p><hr /><div style="text-align:center">Image

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Re: Death is too good for Necrid.

Unread postby PriamNevhausten » Sun Aug 06, 2006 9:16 pm

NGBC is a weird, unbalanced, silly game, though.

Also, yes, Chris plays K', but he's the second one I mentioned. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: Death is too good for Necrid.

Unread postby BrainWalker » Sun Aug 06, 2006 10:44 pm

Oh, I thought you mentioned a second for Iori, in which case Judo would fit the bill. It would appear that I fail at reading! <p><div style="text-align:center">Image</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=brainwalker>BrainWalker</A]&nbsp; Image at: 8/6/06 22:45

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Re: Death is too good for Necrid.

Unread postby PriamNevhausten » Mon Aug 07, 2006 12:46 am

I am pretty sure Judo does not play Iori. I think I'm the only one there again. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>

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Re: Death is too good for Necrid.

Unread postby Reako Somner » Mon Aug 07, 2006 9:19 am

I play whoever looks neat and then mash buttons.

I am not the best person to play a fighting game with.

Once upon a time, I was actually very good at playing fox in SSBM, but all skill with that game is lost, and, I dunno, I just can't stay interested in fighting games...

Fun to watch, though. At one point I struggled to master Galford. Because he's freakin GALFORD. End of story. No further questions.


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Re: Death is too good for Necrid.

Unread postby BrainWalker » Mon Aug 07, 2006 9:56 am

I recall an occasion wherupon choosing Iori, Judo commented on the badassery of the particular costume that he had selected.

I dunno, you certainly have had more experience with Judo than I, but I have known him to choose Iori in my presence several...

...

What the Hell were we originally talking about? <p><div style="text-align:center">Image</div></p>

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Re: Death is too good for Necrid.

Unread postby E Mouse » Mon Aug 07, 2006 10:46 am

Buttsecks.

Get to it, boys. <p><hr />

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Re: Death is too good for Necrid.

Unread postby Zemyla » Mon Aug 07, 2006 8:57 pm

No, I'd rather talk about Yuri.

HAOHSHOKOKEN! <p>-----
Do not taunt Happy Fun Zemyla.

<span style="font-size:xx-small;">I think boobs are the lesser of two evils. - Inverse (Pervy)
Dammit, Dan, I'm not dating a damn NPC! - OOC Will (Will Baseton)
Of course! Anything worth doing is worth doing completely wrong! - Travis English
Ultimately, wizards and clerics don't say, "Gee, I want to become a lich because weapons hurt less and I don't have to worry about being backstabbed; that whole 'eternal life' thing is just a fringe benefit."-Darklion
But this one time I killed a walrus with my bare hands, and I suddenly understood spherical coordinates. - KnightsofSquare
Also, when you've worked a 36-hour shift as an intern you too just might pour yourself a catful of coffee and sit down to cuddle with your travel mug. -eirehound
</span>

Adventurers! | RPG World World | d20 Optimization Boards</p>

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Justice Augustus
Administrator
 
Posts: 1634
Joined: Tue Apr 23, 2002 6:28 am

Re: Death is too good for Necrid.

Unread postby Justice Augustus » Mon Aug 07, 2006 10:11 pm

I remember back in the days of Mortal Kombat 2 I spent ages memorizing and perfecting specials just to get destroyed by someone mashing high punch or trip.

Ever since then I've had faith in my button mashing ability.
<p>

"Moreover, when on the following night, much to his dismay, [Caesar] had a dream of raping his own mother, the soothsayers greatly encouraged him by their interpretations of it: namely, that he was destined to conquer the earth" - Suetonius, The Twelve Caesars - Julius Caesar, chapter 7</p>

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PriamNevhausten
Holy Order of the Crimson Ballpoint
 
Posts: 2854
Joined: Fri Aug 09, 2002 4:10 pm

Re: Death is too good for Necrid.

Unread postby PriamNevhausten » Tue Aug 08, 2006 12:34 pm

I'm not sure if anybody noticed, but Zem has the best post in this thread to date. <p><span style="font-size:xx-small;">"It's in the air, in the headlines in the newspapers, in the blurry images on television. It is a secret you have yet to grasp, although the first syllable has been spoken in a dream you cannot quite recall." --Unknown Armies</span></p>


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