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Ein Interview von Golem.de mit dem SCEE (Sony Computer Entertainment of Europe) Praesident David Reeves. Er spricht ueber die Plaene des bevorstehenden Releases und die naehere Zukunft. [...](read article)(don't read article)
<< Entertainment / 29.08.2006 / 12:15 Interview: PlayStation 3 soll an Xbox 360 vorbeiziehen Golem.de im Gespräch mit dem europäischen PlayStation-Chef
Von der PlayStation 3 war für Besucher der Games Convention am Stand von Sony nicht viel mehr zu sehen als einige Trailer und eine Vitrine mit einem abgeschalteten, aber funktionsfähigen Vorseriengerät. Hinter den Kulissen gab es aber eine Hand voll spielbarer PS3-Titel - und markige Sprüche zur Einführung der PlayStation 3, die schon im Frühjahr 2007 die Xbox 360 überholen soll. Golem.de sprach mit David Reeves, dem Europa-Chef von Sonys PlayStation-Abteilung.
Golem.de: Wenn am 17. November 2006 die PlayStation 3 in Deutschland auf den Markt kommt, wird es dann vorerst beim großen Modell mit 60-GByte-Festplatte und HDMI bleiben? Was ist mit dem "kleineren" Modell ohne HDMI und mit 20er-Platte? Und wie sehen die jeweiligen Pläne für die verschiedenen Länder aus?
David Reeves: Wir untersuchen die Märkte, um wirklich herauszufinden, was die Konsumenten wünschen. Und wir sagen nicht nur, dass wir 60 GByte und 20 GByte abhängig von der Produktion in der Fabrik verbauen. Im Moment sieht es so aus, als ob Großbritannien hauptsächlich auf das teurere 60-GByte-Modell setzen wird. Mit einem kleinen bisschen 20 GByte. Betrachten wir die südlichen europäischen Länder, mag es mehr um den Preis gehen und auch Downloads spielen hier keine sonderliche Rolle. In Spanien, Italien und Griechenland schauen sie mehr auf das 20-GByte-Modell. Deutschland liegt irgendwo dazwischen, aber näher an Großbritannien, was die Verteilung betrifft. Unser Plan sieht also voraussichtlich so aus, dass wir in Deutschland und Frankreich mehr 60- als 20-GByte-Modelle haben werden. Wenn wir starten, werden wir aber auch die 20-GByte-Version verfügbar haben.
Golem.de: Auch in Deutschland? Obwohl nur die 60-GByte-PS3 vorbestellt werden kann?
David Reeves: Ja. Weil es die einzige ist, die wir bisher dafür vorgesehen haben. Wir werden das 20-GByte-Modell vielleicht nicht am ersten Tag, aber vor Weihnachten lieferbar haben. [...] Wir versuchen es auf die verschiedenen Märkte anzupassen. Einige Leute haben sogar gesagt, dass sie die 60-GByte-Festplatte gleich herausnehmen und durch eine 200er ersetzen würden. Wir verbauen ein Standardlaufwerk, das von Seagate hergestellt wird, glaube ich. Es ist also austauschbar, wir werden aber selbst keine Festplatten als Peripherie herstellen.
Golem.de: Was ist mit dem Controller und seinen Bewegungssensoren? Wird er mittlerweile durch das Entwicklerpaket unterstützt? Zumindest glaube ich mich an entsprechende Meldungen zu erinnern.
David Reeves: Ja, mit dem neuen Entwicklerpaket, es müsste die Version 0.91 sein, wird es unterstützt. Seit etwa zwei oder drei Wochen. Unsere eigenen Entwickler in London und Holland entwickeln damit, um es in ihren Spielen einzusetzen. Sie haben bereits seit den Beta-Tests des SDKs damit gespielt.
Golem.de: Also haben nun auch externe Entwickler Zugriff darauf?
David Reeves: So ist es, ja.
Golem.de: Was halten Sie von der Aufregung darum, dass die PlayStation 3 noch nicht produziert wird?
David Reeves: Die PS3 wird in Japan und im Süden Chinas produziert. Alle Komponenten sind da, aber sie müssen noch auf den Knopf drücken und sagen: "Ok, nun starten wir das Band." Was der amerikanische Präsident [von Sony Computer Entertainment] sagte, stimmte. Die Produktion wurde noch nicht gestartet. Aber das heißt nicht, dass sie nicht testen.
Nick Sharples (Pressesprecher SCEE): Die Komponenten kommen von vielen verschiedenen Herstellern, Seagate liefert die Festplatte, der Cell-Prozessor wird in Japan gefertigt, Sony baut die Laserdioden. Alle diese Komponenten werden bereits gefertigt, zusammengefügt werden sie in der Nähe von Tokio oder in Südchina.
Golem.de: Was ist mit der silbernen PS3 passiert, die ursprünglich gezeigt wurde? Nun ist nur noch die schwarze zu sehen.
David Reeves: Die kommt später, denke ich, vermutlich Anfang nächsten Jahres. Bis dahin wird es nur die schwarze geben. Sie sieht aus wie ein Steinway-Piano - elegant.
Golem.de: Die PlayStation 3 sieht doch aber recht stark nach Plastik aus?
David Reeves: Sie hat eine Polyester-Beschichtung. Es wird ein spezielles Poliermittel dafür geben, das kleine Kratzer entfernt.
Golem.de: Und auch die ganzen Fingerabdrücke? Das schwarze Plastik erinnert etwas an die schwarze PlayStation Portable, wo jeder Fingerabdruck zu sehen ist.
David Reeves: Ich hab sie noch nicht angefasst, wir benutzen Handschuhe. Uns wurde gesagt, dass wir Handschuhe benutzen sollen.
Hinweis: PR-Chef Nick Sharples merkte an dieser Stelle an, dass die PlayStation 3 aber in der Regel nicht umhergetragen und auch nicht ständig angefasst wird. Dass Handschuhe vorgeschrieben sind, lässt sich auch an der Vitrine sehen, wo ein Mitarbeiter die PS3 für ein Fernsehteam befreite. Anstatt Fingerabdrücken waren dafür kleine Flusen auf dem schwarz glänzenden PS3-Gehäuseoberteil zu sehen.
Golem.de: Microsoft behauptet, dass die Integration eines Blu-ray-Laufwerks in die PlayStation 3 ein Nachteil für den Kunden wäre. Auch weil sie selbst den konkurrienden HD-DVD-Standard stützen.
David Reeves: Für uns ist die PS3 - und ich es sage es ganz deutlich - eine Sony-Strategie: PS3, High Definition, Blu-ray - diese drei sind alle sehr wichtig für Sony. High Definition wird durch die PS3 gefüttert, Blu-ray wird durch die PlayStation 3 unterstützt, aber die PS3 wird die [Markt-] Durchdringung von HDTVs fördern, die sich sehr gut machen, sogar in Deutschland. Es ist also ein Symbiose-Mechanismus. Wir sorgen uns nicht zu sehr darum, was Microsoft sagt, weil alle drei Teile von Sony die PS3 vorantreiben werden. Sony Pictures wird die Blu-ray stützen, Sony Electronics wird High Definition anschieben. Und wir arbeiten zusammen, um sicherzustellen, dass alles zusammenkommt. Sie werden sehen, dass wir - vor und nach Weihnachten - in verschiedenen Orten um die Welt, in verschiedenen Hauptstädten Bereiche anbieten werden, die Menschen besuchen können, um alle Faktoren zusammenkommen zu sehen. Nicht nur am Potsdamer Platz [in Berlin]. Diese Bereiche werden "PlayStation Places" heißen. Dort können sich Leute treffen und erleben, wie es aussieht, wenn PS3, HD und Blu-ray zusammenkommen.
Golem.de: Gibt es Pläne von Zubehöranbietern, ein HD-DVD-Laufwerk für die PS3 zu fertigen?
David Reeves: Nein, nicht dass ich wüsste. Gute Frage, sie könnten es tun, aber...
Was denken Sie über die aktuelle Leistung der Xbox 360 in unseren Märkten? Beispielsweise werden derzeit etwa 18.000 Stück pro Woche verkauft. Und die PS2 wird 100.000-mal pro Woche verkauft.
Golem.de: Wie sollen nach der Einführung die PlayStation 3 und die ältere PlayStation 2 nebeneinander positioniert werden? Ich vermute, die PlayStation 3 wird zum Start auf Hardcore-Gamer ausgerichtet sein und erst später auch ein breiteres Publikum ansprechen?
David Reeves: Ja. Die Leute, die sich die PS3 kaufen, werden eine PS2 besitzen und vielleicht haben sie auch eine Xbox 360. Ich denke, im Laufe der ersten ein oder zwei Jahre wird es keine Vermischung zwischen der PS2 und der PS3 geben. 45 Prozent unseres Geschäfts mit der PS2 erwirtschaften wir mittlerweile außerhalb Europas. Wir verkaufen in Russland und im Mittleren Osten insgesamt fast 10.000 Konsolen pro Woche. Die Menschen denken nicht über diese Länder nach, aber sie zeigen ein beeindruckendes Wachstum. Nachdem die PS3 in Großbritannien, Frankreich und Deutschland erschienen ist, wird es dort weiterhin einige Leute geben, die eine PS2 kaufen. Im Mittleren Osten wird vermutlich keiner mit einer PS3 anfangen. Vielleicht in Russland, weil es dort viele sehr reiche Menschen gibt.
Golem.de: Also übernimmt die PS2 die Rolle der PSOne?
David Reeves: Ja, die PSOne ist fast tot. Und wie Sie wissen haben wir den Preis der PS2 auf 129,- Euro gesenkt, wir versuchen also mehr Menschen in Deutschland zum Kauf zu bewegen. Deutschland ist ein sehr preissensitiver Markt. Bei der PSOne erzielten wir die meisten Verkäufe bei 129,- Euro. Nun haben wir diesen Preis [mit der PS2] erreicht. Nicht viele Geräte wurden für 149,- Euro verkauft. Deutschland ist der preissensitivste Markt. Deutschland und Italien. Die Leute warten fünf Jahre in Deutschland und dann heißt es "129,- Euro, ok, jetzt kaufe ich".
Golem.de: Wie wird der Handel reagieren? Es gab bereits kurzzeitig eine PS2 für 99,- Euro, ein Angebot bei einem Elektronikmarkt.
David Reeves: Vielleicht verlangen sie 149,- Euro mit God of War 2 oder so etwas. Das [Angebot für 99,- Euro ] habe ich nicht gesehen. Vielleicht passiert sowas nach Weihnachten, wenn der Handel noch Geräte auf Lager hat. Irgendwann, vielleicht in einem oder zwei Jahren, werden wir die 99,- Euro erreichen. Aber im Moment haben wir so viele PS2 verkauft wie PSOnes, also [gibt es keinen Grund].
Golem.de: Wie läuft die Vorbestellung der PlayStation 3?
David Reeves: Es ist viel, viel besser als es jemals bei der PS2 war. Wir nehmen Vorbestellungen in Großbritannien, Frankreich und Deutschland auf.
Golem.de: Sind die Erstauslieferungszertifikate, wie sie etwa die Händler ihren Vorbestellern ausstellen, überhaupt etwas wert?
David Reeves: Nun, wir werden versuchen, es zu würdigen, natürlich - wir müssen. Deutsche Kunden geben ihr Geld dafür aus, also müssen wir es honorieren.
Im Verlauf der Games Convention sprach Golem.de auch noch mit Guido Alt, dem Pressesprecher von Sony Computer Entertainment Deutschland. Im Gespräch ging es auch um die von Microsoft erneut genannten angestrebten Xbox-360-Verkaufszahlen: 6 Millionen Stück sollen bereits verkauft worden sein, 10 Millionen sollen es bis Ende 2006 werden. Seitens Sony Computer Entertainment wird bezweifelt, dass Microsoft diese Zahl wirklich noch in diesem Jahr erreichen wird, eine zu erwartende Preissenkung und der Exklusivtitel "Gears of War" eingerechnet.
Bei Microsoft sieht man das anders; neue Kaufargumente wurden aber während der Games Convention 2006 nicht angeführt. Sony Computer Entertainment will zwischen dem 17. November und dem 31. Dezember 2006 weltweit rund 4 Millionen PlayStation 3 ausliefern, bis zum März 2007 soll die Zahl auf 8 Millionen wachsen. Kurz darauf soll dann die Xbox 360 überholt werden. Allerdings muss auch Sony seine Kunden noch überzeugen, denn auf der Games Convention 2006 waren hinter den Kulissen weiterhin nur wenige wirklich beeindruckende und auch schon spielbare PS3-Titel zu sehen. In Tokio könnte sich das ändern, über 20 Spiele sollen dann gezeigt und vom Publikum ausprobiert werden können. Auch Microsoft scheint mit großen Ankündigungen und Präsentationen auf die Tokyo Game Show zu warten, die im September 2006 stattfindet. (ck) >> # top # | Q: Golem.de sent by Mika77 Labels: videogame news
Peter Molyneux, europaeischer Top-Spieleentwickler - wie schon kuerzlich erwaehnt - prangert den gegenwaertigen Zustand an, dass man bei Action- bzw. Kampf-lastigen Spielen zu sehr auf Tastenkombinationen baue. Stattdessen solle man mit einem Joystick und einem Button auskommen koennen. Meiner Meinung nach finde ich diese Ausgangsthese zwar schon gerechtfertigt, aber seine Loesung erscheint mir auch nicht so das Wahre ... Aber lest selbst. [...](read article)(don't read article)
<< Molyneux: This is NOT Fable 2 [UPDATE] Lionhead founder uses GCDC 2006 keynote to talk about the evolution of combat in games other than Fable sequel. Video of keynote inside. By Justin Calvert, GameSpot · Posted Aug 22, 2006 8:12 am PT
Molyneux's GC Keynote The chief of Lionhead studios talks to the Leipzig crowd. Watch | Download (if you signed up)
LEIPZIG, GERMANY--Peter Molyneux's luggage didn't arrive at the Leipzig airport on the same flight as he did. We know this because we were on the same flight, and because we were talking with him at the baggage pickup point when he realized that the laptop with his GCDC 2006 keynote presentation on it was missing. It came as little surprise to us, then, that this morning's keynote address got under way two hours late.
What was surprising, though, was that the keynote--delivered to a capacity audience of around 400 developers--focused almost entirely on video game combat. Titled "Combat: Time to Evolve?," Molyneux's address kicked off with a brief video clip of Street Fighter II' Hyper Fighting, after which the seasoned designer proceeded to question the need for many of that game's enduring gameplay mechanics in this day and age. Hit points, blunt weapons, and meaningless environments were the first to come under fire, as Molyneux discussed some of the experiments that he's been conducting with his Lionhead team, none of which have anything whatsoever to do with Fable 2, apparently.
Molyneux's goal is to make combat in games less repetitive, less dependent on the player memorizing button combinations, and more dramatic. He believes that Hollywood, rather than real life, is the place to look for inspiration when thinking about combat in games, a point that he illustrated by contrasting footage from Kill Bill with a movie made by role-players running around a forest with wooden weapons. "Real-life combat is rubbish" exclaimed Molyneux at one point, before going on to explain that while the swords in Kill Bill were invariably sharp enough to dissect enemies, those in most games (including Fable, which the audience was shown a brief clip of) behave more like blunt or only quite sharp objects. There are exceptions of course, Dead Rising's zombie-slicing katana being a recent example that springs to mind. But Molyneux's assertion that it should be possible to kill an enemy with just one well-placed swing of a sword definitely appeared to get members of the audience thinking.
Another feature of combat in games that Molyneux hopes will benefit from today's powerful game hardware is the role of environments. Referencing Hollywood again, and specifically the movie Robin Hood: Prince of Thieves, which features a memorable fight scene on a spiral staircase, Molyneux asked the audience how often combat in movies takes place in a perfectly flat arena. The answer, of course, is not very often, and he went on to cite a number of examples of locations that moviemakers often use to make fights more interesting, such as bars, rope bridges, and staircases. The point was not only that different elevations and interactive objects can make a fight more varied and dramatic, but also that the range of moves available to you should vary according to the amount of space that you have to work in because of the proximity of walls or allies, for example.
The challenge that Molyneux posed to his team was to come up with a combat engine that requires no user interface (health bars and such), includes one-hit fatal blows, lets players use the environment to their advantage, and which can be played using just one analog stick and a single button. Context-sensitive controls are the answer, according to Molyneux. He suggested that if you were using just one button to perform all actions, the challenge would then come from the positioning of your character and the timing of your button presses rather than from your ability memorize button combinations or mash a button faster than your opponent. Molyneux also touched upon his desire to do away with the idea of a block button, although when talking about boss fights with one-hit or, at least, very-few-hit kills, he said that much of the challenge would come from evading the enemy's attacks and from finding a way around their defences.
To illustrate the kind of combat that he would like to see in games in the future, Molyneux showed a couple of brief videos in which characters reminiscent of those in Fable ("Again, for the press in the room, this is not Fable 2") did battle with each other in textureless but highly interactive environments. In the first clip, the player was able to pin an enemy to a wall using a nailgun before getting into a swordfight on a staircase. The player was disadvantaged by the fact that he was positioned two or three stairs lower than his enemy, but he was presented with an opportunity to turn things around when the enemy's sword got stuck in a banister after a particularly wild swing. The second movie was set in a bar, and illustrated the variety of moves that Molyneux believes could be performed with a single action button--at least after overcoming some serious development challenges relating to animation, artificial intelligence, and physics. When the player was attacked while sitting at the bar with his drink, the first press of the action button saw him picking up his bottle and hitting an enemy with it. After putting some distance between himself and the other two enemies, subsequent button presses saw him launching tables and chairs across the room (because the enemies weren't close enough to simply swing them at) and then swinging from a chandelier. When or if this type of combat will be possible in games remains to be seen, but Molyneux's four conclusions at the end of his presentation read like a wish list (or perhaps instructions) that he might as well have handed to every developer in the room: We are making entertainment. Combat must make me feel heroic. More like Hollywood. Experiment.
The presentation was followed by a brief question-and-answer session in which Molyneux was prompted to explain that enemies should have swords just as sharp as those wielded by the player and, at least where bosses and powerful enemies are concerned, they should be able to utilize the environment just as effectively. One of the more interesting questions posed by the audience concerned the Wii controller, which the owned-by-Microsoft Molyneux seems less than enthused by, going so far as to say that immersive combat "isn't about turning the controller into a sword". Molyneux's main concern seemed to be that, as a self-proclaimed "lazy gamer", he can't imagine swinging the Wii controller around in his living room for more than 20 minutes at a time--preferring to slouch on his sofa with a controller resting on his beer belly.
Molyneux ended the session not with that bombshell, but by showing a concept shot of Fable 2--the image showed a hero armed with a sword and shield walking through a wooded area and, regardless of the fact that it appeared to have been drawn by a 5-year-old using felt-tipped pens (yes, it was a joke), it was met with enthusiastic applause. Fable 2 is one of two games currently in development at Lionhead; we look forward to bringing you more information on those as soon as it becomes available. >> # top # | Q: GameSpot.com
Das Video, das auf dieser Konferenz gezeigt wurde, wuerde mich mal interessieren. Ich hoffe, der Stream (s.o.) wird sein Uebriges erledigen ... Labels: videogame news
Einstein The Parrot, ein kleiner schlauer (oder vermutlich gut trainierter) Papagai ... sent by crazylemmingund die Komplettierung einer Ice Sculpture. Koestlich. das im Titel des Blog Psotings erwaehnte ICQ-Gespraech findet ihr hier. Ich werde es nicht hier psoten, weil es viel zu lang ist (gleichzeitige Warnung: es ist sehr lang). Also: hoffen, dass die Seite lange da bleibt. sent by mlx Labels: video
Peter Molyneux, hoechst bekannter europaeischer Spieleentwickler, aeussert seine Meinung zur neuen Entwicklung hin zu Spielen mit Motion Sensor-Unterstuetzung wie beispielsweise bei der Nintendo Wii. [...](read article)(don't read article)
<< 25.08.2006 10:35 - GC Games Peter Molyneux warnt Spieleentwickler (Miro) Neue Technologien werden seit jeher kritisch betrachtet. Bei der neuartigen Technik des Wii-Controllers (Stichwort: motion sensing) hat man sich allerdings mehr Gedanken über die ungeahnten Möglichkeiten gemacht (Tennisschläger, Lichtschwert). Einer der legendärsten Spieleentwickler warnt jetzt jedoch seine Kollegen.
Peter Molyneux, in der Vergangenheit verantwortlich für Klassiker wie Populous, Black & White oder The Movies, warnte während einer Rede auf der GC in leipzig davor, dass Videospieler zu faul bzw. zu bequem sein könnten, um Spiele mit der neuen Motion-Sensing-Technologie spielen zu wollen.
Neue Spiele müssten nach Aussage Molyneux' zwar innovativ sein, eine gewisse Bequemlichkeit sollte aber immer noch gewahrt bleiben. Das kenne er aus eigener Erfahrung:
"I've realised I'm an incredibly lazy person when I play games, and actually slouching back on the sofa, playing on my beer belly, is my most comfortable position. When I have to get up, it's painful. I make noises and start grunting."
Zwar möchte Molyneux nicht gänzlich auf Motion-Sensing verzichten, es sollte allerdings cleverer und innovativer werden. >> # top # | Q: Giga.de
Das waere ja der Hammer (im negativen Sinne), wenn Nintendo daran nicht gedacht haette. Ich bin bisher davon ausgegangen, dass man viele der Bewegungen tatsaechlich auch locker aus dem Handgelenk machen kann, bequem vom Sofa aus. Labels: videogame news
Alle warten sie begeistert auf die Sony Playstation 3. Die einen mehr, die anderen weniger enthusiastisch. [...](read article)(don't read article)
<< Ich warte auf 3 Achmad Shams ist ein junger Mann aus Werl bei Dortmund und steht heute Nachmittag bei Sony auf der Playstation-Bühne. Warum? Weil er den Sonys einen selbst komponierten und gesungenen PS3-Rap geschickt hat. Schonmal anhören? Hier exklusiv für das GC-Blog: die Liebeshymne an die "3" (Mp3; 2,7 MB). Danke an Oliver Sturz von Havard PR dafür! 26. August 2006 · Daniel >> # top # | Q: GC-Blog.de
btw: den Berichten auf GC-Blog zufolge war es auf der Games Convention so unglaublich voll, dass die Begehung durch die Messehallen mittels Einbahnstrassen-Wegen realisiert wurde. krass. also, ich finde das echt uebel ... Labels: videogame news
Juchuu, die naechste Verfilmung wird geplant. Details sind sehr rar gesaet, aber ich interpretiere es so, dass ein Realfilm (also mit Schauspielern) gedreht wird. Mir persoenlich waere ein animierter Film im Stil von "Final Fantasy - The Spirits Within" und "Final Fantasy VII: Advent Children" ja lieber, aber wer interessiert sich schon fuer meine bescheidene Meinung. [...](read article)(don't read article)
<< Metal Gear Solid movie confirmed By Tom Orry - 11/05/2006 - 3:57pm GMT
Hideo Kojima confirms that a movie based on the Metal Gear Solid series of video games is in the pipeline.
Included in the Kojima Productions brochure given out at E3 is news on the planned Metal Gear Solid movie.
"I have received many offers to adapt Metal Gear Solid. It has taken a long time, but we have finally settled on an arrangement," said Kojima.
"False facts aside, a movie project is underway. I have finalized a Class-A contract with a party in Hollywood," he continued.
No further news on the project has been released, with details such as the script, director, actors and film studio still be revealed (almost every major detail then). We'll let you know if we hear any more news. >> # top # | Q: Pro-G.co.uk
á propos Movie: Hier gibt's das eine oder andere kurze aber dennoch interessante Trailerchen zu Crytek's Crysis (rot unterlegt, unter "C" zu finden), aber auch viele andere. Ich hoffe Game Trailers.com reisst sich mal so langsam am Riemen und bringt verdammt nochmal endlich die neuesten Trailer von der Games Convention. Menno. Ich warte schon sehnsuechtic und heisshungric. Labels: movies, videogame news
beachtlich. Die Sony Playstation 3 wird - besonders online zum Netzwerk angeschlossen - weitaus mehr Rechenpower bieten als derzeitige Supercomputer. So will man diese Leistungskraft nutzen, um, aehnlich wie bei SETI, z.B. schwerwiegende mathematisch-medizinische Fragen zu klaeren bzw. Rechenaufgaben zu loesen. So wird es - rein theoretisch! - moeglich sein, ein Heilmittel gegen Krebs u.a. zu finden. Und waehrend der Cell-Chip eifrig Simulationen durchrechnet, wird der Grafik-Chip eingesetzt, um dies darzustellen. Eindrucksvoll-po-peindrucksvoll. Es gibt sogar Videos. [...](read article)(don't read article) << Folding@Home on the PS3: the Cure@PS3 project
INTRODUCTION
Since 2000, Folding@Home (FAH) has led to a major jump in the capabilities of molecular simulation. By joining together hundreds of thousands of PCs throughout the world, calculations which were previously considered impossible have now become routine. FAH has targeted the study of of protein folding and protein folding disease, and numerous scientific advances have come from the project.
Now in 2006, we are looking forward to another major advance in capabilities. This advance utilizes the new Cell processor in Sony’s PLAYSTATION 3 (PS3) to achieve performance previously only possible on supercomputers. With this new technology (as well as new advances with GPUs), we will likely be able to attain performance on the 100 gigaflop scale per computer. With about 10,000 such machines, we would be able to achieve performance on the petaflop scale. With software from Sony, the PlayStation 3 will now be able to contribute to the Folding@Home project, pushing Folding@Home a major step forward.
Our goal is to apply this new technology to push Folding@Home into a new level of capabilities, applying our simulations to further study of protein folding and related diseases, including Alzheimer’s Disease, Huntington's Disease, and certain forms of cancer. With these computational advances, coupled with new simulation methodologies to harness the new techniques, we will be able to address questions previously considered impossible to tackle computationally, and make even greater impacts on our knowledge of folding and folding related diseases.
ADVANCED FEATURES FOR THE PS3
The PS3 client will also support some advanced visualization features. While the Cell microprocessor does most of the calculation processing of the simulation, the graphic chip of the PLAYSTATION 3 system (the RSX) displays the actual folding process in real-time using new technologies such as HDR and ISO surface rendering. It is possible to navigate the 3D space of the molecule using the interactive controller of the PS3, allowing us to look at the protein from different angles in real-time. For a preview of a prototype of the GUI for the PS3 client, check out a screenshot or one of these videos ( 355K avi, 866K avi , 6MB avi , 6MB avi-- more videos and formats to come).
FOR MORE INFORMATION, PLEASE SEE High Performance FAQ FAH FAQ Folding community form (http://forum.folding-community.org) updated on August 23, 2006 >> # top # | Q: Stanford University sent by Mika77 Labels: videogame news
zumindest der Zeichnen-Teil ... ist ganz nett gemacht - zwar nicht perfekt, aber nett. sent by r4iL
soo, die Games Convention 2oo6 neigt sich heute ihrem Ende zu. Vermutlich wird es ab morgen jede Menge Artikel zu lesen und Trailer zu downloaden und sehen geben. Einiges kam ja jetzt schon ans Tageslicht. Nicht ganz uninteressant. Ich denke, ich freue mich - so gut es noch geht. Aber das ist gar nicht der Grund dieses Blog Psots, eher eine Ausrede bzgl. der Verzoegerung. Heute bringe ich einiges und ich fange erstmal mit ein paar Videos zur Belustigung an, bevor ich zu den VG News komme. [...](show 'em)(don't show 'em)
[..·]:Ein Ausschnitt aus den RTL Freitag Nacht News, und zwar eine Werbung fuer das - passend zur Games Convention ;^) - neu erscheinende Videospiel "EA Arbeitslos": [click] sent by HBS
[.·.]: Das naechste mehr oder weniger Videospiel-bezogene Video ist eine - gar nicht so ungelungene - Parodie auf das Lied A Pirate I Was Meant To Be aus dem Spiel "Monkey Island 3 - The Curse Of Monkey Island": [click]
[.··]: Und zu guter Letzt GameSpot's bahnbrechendes Projekt Game In 6o Seconds - Reviews von Videospielen, die innerhalb einer Minute auf den Punkt gebracht werden. Story, Gameplay, Grafik - je nachdem, worueber es am meisten zu erzaehlen gibt. Mal recht gelungen, mal weniger gelungen, IMHO. Die Auswahl der fuenf praesentierten Spiele ist - bis auf "The Secret Of Monkey Island" und vllt. "Beyond Good & Evil" - etwas merkwuerdig, finde ich. Naja. Man kann wohl ausserdem auch selber Videos machen und uploaden oder schicken oder so ... [click] Labels: video
Schaut euch den Trailer zum kommenden Film Transformers an, der am o4. Juli 2oo7 in den Kinos anlaufen wird. Okay, es gibt so viele Remakes und Comic-Verfilmungen zur Zeit, und der Trailer selbst ist auch nicht sooooooooooo vielversprechend - warum soll Transformers also Grund genug sein, dass ich darueber einen Blog Psot starte? Also, zuallerst: Michael Bay wird die Regie fuehren. Michael Bay sagt vielen vllt. nix, darum lasst mich euch sagen, dass er so im Grossen und Ganzen nur gute Filme gemacht hat (ausser Pearl Harbor und Die Insel, die ich persoenlich von dieser Liste von Michael Bay's guten Filmen ausschliessen und verbannen moechte). Da blieben also uebrig Bad Boys, The Rock, Armageddon, Bad Boys II. Nicht gerade viel, aber das zeugt ja dann um so mehr von ihrer Qualitaet. Ausserdem sieht es doch nun mal echt nicht schlecht aus fuer einen echten Transformers-Fan, was man in diesem Trailer -nein, Teaser erahnen kann =3 Labels: movies, video
hier gibt es einige lustige Werbeplakate zu bestaunen. Sehr lustig. Da die Auswahl doch sehr gross ist, weise ich hier mal auf Drei hin, die ich persoenlich recht lustig finde - fuer diejenigen, die nicht die Zeit und Lust haben, sich alles anzutun. alle || eines | ein anderes | ein drittessent by Mika77Die Intelligent Design-Comics wissen auch zu unterhalten.
Rechtzeitig zur Games Convention am 24. praesentiert Sony seine neuesten Plaene fuer die ins Alter kommende Playstation 2: eine neue Playstation2 in bekannten Slim-Ausfuehrung - und zwar in Pink! [...](read article)(don't read article)
<< Entertainment / 21.08.2006 / 11:14 Pretty in Pink: Neue PlayStation 2 Zielgruppe der partyspielbegeisterten Frauen soll bedient werden
Kurz bevor die PlayStation 3 auf den Markt kommt, wartet Sony Computer Entertainment in Europa noch mit einer neuen PlayStation 2 auf. Mit ihrem rosa Gehäuse richtet sie sich vor allem an ein junges, weibliches oder ein in knallige Farben verliebtes Publikum.
Vorgestellt wird die kleine "Pink PlayStation 2" (Modell-Nr. SCPH-77004 PK) auf der in dieser Woche startenden Games Convention 2006 in Leipzig. Die Spielekonsole wird mit zwei ebenfalls in rosa gefärbten Analog-Controllern (DualShock 2) und einer 8-MByte-Speicherkarte für Spielstände ausgeliefert. Das Paket soll ab 1. November 2006 für 160,- Euro im Handel erhältlich sein.
Sony Computer Entertainment will damit auf die ausgeweitete Zielgruppe reagieren, die an Party-Spielen wie Buzz, den EyeToy-Titeln und SingStar interessiert ist. In Europa sollen mittlerweile annähernd 40 Millionen PlayStation 2 verkauft worden sein, weltweit sind es über 100 Millionen. Sony zufolge wird die PS2 auch lange nach der am 17. November 2006 erfolgenden PlayStation-3-Einführung noch ein wichtiges Produkt bleiben. (ck) >> # top # | Q: Golem.de sent by Mika77
dazu passend gibt's dann auch die PlaystaionPortable bald in Pink zu bestaunen.
<< Sonys PSP wird P!nk 22.08.2006 - Quelle: DemoNews.de - Redakteur: Sven - Bereich: PC
Erst gestern berichteten wir, dass Sony im November eine pinkfarbene Playstation 2 veröffentlichen wird. Dass es auch eine spezielle P!nk-Edition für den hauseigenen Handheld geben würde, war der offiziellen Pressemeldung nicht zu entnehmen.
Unabhängig davon steht es offensichtlich fest: Ab dem 27. Oktober 2006 kommt die P!nk-Version der PSP in den Handel, die der Sängerin P!nk gewidmet ist. Das P!nk PSP Value Pack enthält nicht nur das Gerät, sondern ebenfalls weiße Kopfhörer samt Fernbedienung, ein Netzteil, Akku, ein Etui, eine weiße Trageschlaufe und den obligatorischen 32MB-Memory-Stic Duo. Ebenfalls liegt dem Paket eine UMD mit Musikvideos und Interviews von P!nk bei. Fans freuen sich zudem über den exklusiven Song "Crash and Burn".
Wer sich für den Kauf dieser PSP entschieden hat und sich auf YourPSP.com registriert, erhält zudem spezielle Videotagebücher von P!nks Europa-Tournee. Insgesamt wird das "Value Pack" 229 Euro (UVP) kosten. >> # top # | Q: Demo News.de Labels: videogame news
auf diese geile Idee, so ein Video zu machen, haette man schon frueher kommen koennen - ein Super Mario Parkour ;^D [click] [1:16] min.Ausserdem: wer erinnert sich nicht an Toni, den Vollassi? Jetzt gibt es seine einleuchtenden Weisheiten endlich auch als Klingelton. [click]both sent by Jtranz Labels: video
hehe, ich wuenschte ich haette eine Vagina - auf dem Bauch ;^) [...](read article)(don't read article)
<< Sperma macht glücklich von Prof. Fred Sinowatz
Depressionen zählen zu den häufigsten psychiatrischen Problemen in unserer Gesellschaft, wobei Frauen in deutlich stärkerem Maße als Männer davon betroffen sind. Nach neueren wissenschaftlichen Erhebungen treten klinisch manifeste Depressionen bei Frauen drei bis fünf Mal häufiger auf als beim männlichen Geschlecht.
Häufig ist dabei die Depression mit verschiedenen Vorgängen im Fortpflanzungsgeschehen gekoppelt, wie die nicht selten zu beobachtenden Depressionen nach der Geburt oder in Verbindung mit den hormonalen Veränderungen während der Menopause.
Sperma enthält neben den Samenzellen auch viele hochaktive Substanzen Ein normales Ejakulat von drei bis fünf Millilitern enthält circa 200 bis 300 Millionen Spermien. Der größte Teil des Ejakulats besteht aus dem viskösen Seminalplasma, das vom Nebenhoden und den akzessorischen Geschlechtsdrüsen wie etwa der Prostata gebildet wird. Es dient als Transportmittel und Energiequelle für die Samenzellen.
Neben Fruktose, Zitronensäure und anderen Substanzen, die für den Spermienstoffwechsel wichtig sind enthält es hochaktive Hormone wie Testosteron, Östrogene, Prolaktin, Follikel-stimulierendes Hormon, Prostaglandine und Wachstumsfaktoren. Viele dieser Substanzen können von der Schleimhaut der Vagina resorbiert werden. Testosteron etwa wird über die Vagina deutlich schneller und intensiver als über die Haut aufgenommen. Von den Östrogenen und Androgenen ist weiter bekannt, dass sie potenziell Einfluss auf die Stimmungslage haben.
Sperma beeinflusst die Psyche von Frauen In einer Aufsehen erregenden Studie an 293 College-Studentinnen in den USA, die von Gordon Gallup und Mitarbeitern im wissenschaftlichen Journal "Archives of Sexual Behavior" publiziert wird, berichten die Wissenschaftler erstmals über eine eindeutige Korrelation zwischen der Verwendung von Kondomen und der Häufigkeit von depressiven Stimmungen.
Junge Frauen, deren Partner beim Geschlechtsverkehr kein Kondom benutzt hatte, litten signifikant seltener an Depressionen. Umgekehrt neigten Studentinnen, die beim Geschlechtsverkehr auf Kondome vertrauten, zu Selbstmordgedanken.
Auch seltener Geschlechtsverkehr hatte negativen Einfluss auf die psychische Verfassung der jungen Frauen. Die Depressionen nahmen mit längerer Enthaltsamkeit deutlich zu. Die Forschergruppe um Gallup nimmt daher an, dass möglicherweise psychisch wirksame Hormone oder eventuell auch andere, noch nicht näher charakterisierte Botenstoffe aus dem Ejakulat in der Vagina aufgenommen werden und das Gefühlsleben der Frauen beeinflussen.
Als aussichtsreiche Kandidaten unter den zahlreichen Substanzen des Spermas gelten Östrogene, Östrogenmetaboliten und Prostaglandine, bei denen schon gezeigt wurde, dass sie depressive Symptome mildern können.
Weitere Studien notwendig Wie die Autoren zugeben, bleiben nach dieser ersten umfangreichen Studie über eine potenzielle Beeinflussung psychischer Funktionen durch Inhaltsstoffe des Spermas mehr Fragen offen, als beantwortet wurden. So gibt es so gut wie keine Erhebungen über die Wirkung von Spermakomponenten, die im Bereich anderer Organsysteme, wie in der Mundhöhle oder im Rektum resorbiert wurden.
Die Forscher von der New York State University halten es daher für wichtig, mögliche antidepressive Effekte von Sperma auch nach oralem oder analem Verkehr sowohl bei heterosexuellen als auch bei männlichen homosexuellen Paaren zu studieren. Sie wollen damit herauszufinden, ob die nachgewiesenen Effekte nur beim weiblichen Geschlecht mit seiner besonderen Neigung zu Depressionen auftreten oder bei beiden Geschlechtern zu beobachten sind. >> # top # | Q: Freenet.de
Ich frage mich, wie sich das Sperma-Defizit auf die Lesben auswirkt ... Ausserdem: Sperma aufsparen = Sperma verschlechtern!
<< Wenig Sex schadet Spermien von Prof. Fred Sinowatz
Neue Forschungsergebnisse, die am letzten Montag auf einer reproduktionsmedizinischen Tagung in Madrid vorgestellt wurden, zeigen, dass eine bisher vorherrschende Lehrmeinung bei der Behandlung von Paaren mit Fertilitätsproblemen offensichtlich revidiert werden muss.
Während die Ärzte Paaren, die schon seit längerer Zeit vergeblich auf Nachwuchs hofften, bisher sexuelle Enthaltsamkeit empfahlen, um Spermien für die wenigen fruchtbaren Tage innerhalb des Zyklus der Frau aufzusparen, konnte ein Wissenschaftler aus Israel nachweisen, dass diese Praxis wahrscheinlich nicht richtig ist. Ganz im Gegenteil, kann doch das Zurückhalten von Spermien bei Männern, deren Sperma relativ wenig Samenzellen enthält, zu signifikanten Verschlechterungen der Spermienqualität führen.
Enthaltsamkeit kann Spermien schädigen Während bei Männern mit normaler Fruchtbarkeit sich die Spermienqualität durch Enthaltsamkeit nicht verändert, unabhängig davon, ob sie zwei oder zehn Tage vor Ablieferung der Spermienprobe enthaltsam waren, war dies bei Männern mit schon eingeschränkten Fertilitätsparametern nicht der Fall.
"Der zu lange Aufenthalt im männlichen Genitaltrakt kann bei diesen Personen dazu führen, dass sich ihre Spermienqualität weiter verschlechtert und die Chancen für eine erfolgreiche Befruchtung zusätzlich vermindert werden", meint dazu der Leiter der Studie, Dr. Eliahu Levitas von der Ben Gurion Universität in Israel.
In der umfangreichen Untersuchung, die auf der Jahrestagung der "European Society of Human Reproduction and Embryology" gab Levitas neue Daten bekannt, die aus der Untersuchung von 7200 Spermienproben von 6200 Männern, die sich einer routinemäßigen Fertilitätsuntersuchung unterzogen hatten, stammten. Mehr als 4500 dieser Proben erwiesen sich als normal, während der Rest verschiedene pathologische Veränderungen im Sperma zeigten. Alle Männer waren bis zu zwei Wochen sexuell enthaltsam, bevor sie die Samenprobe ablieferten.
Gutes Volumen, schlechte Qualität Bei den Männern mit Fertilitätsstörungen erhöhte die Abstinenz zwar das Gesamtvolumen, die Qualität der Samenzellen hatte sich aber durch die Enthaltsamkeit weiter verschlechtert: Die Spermienzahl und der Anteil motiler Spermien fielen vom zweiten Tag der Enthaltsamkeit kontinuierlich, erreichten am sechsten Tag ein Minimum und blieben dann auf diesem niedrigen Niveau. Zusätzlich stieg nach einigen Tagen der Zurückhaltung die Zahl missgebildeter Spermien deutlich an.
Negative Auswirkungen auf in vitro Fertilisierung Die Ergebnisse der israelischen Forscher stellen die bisher geforderte Abstinenz bei der Behandlung von Paaren, die Probleme haben, Nachwuchs zu bekommen, in Frage. So empfiehlt die Weltgesundheitsorganisation (WHO) in ihren Leitlinien für die Behandlung infertiler Paare, dass Männer, die sich einer Samenuntersuchungen unterziehen wollen, sich vor Ablieferung der Spermaprobe zwei bis sieben Tage vom Sex zu enthalten.
"Wenn ein Mann zwei Tage statt fünf enthaltsam ist, kann dies das Ergebnis der Spermienuntersuchung sehr stark beeinflussen und zu falschen Ergebnissen führen. "Dies ist besonders nachteilig, wenn die in der Infertilitätsbehandlung häufig angewandte Methode der in vitro Fertilisierung eingesetzt wird" meint dazu Dr. Levitas. "Damit erhält man nämlich nicht die bestmöglichen Spermien für diese teure Behandlung".
Kein Einfluss bei normal fruchtbaren Männern Bei normal fruchtbaren Männern scheint sexuelle Enthaltsamkeit die Spermienqualität kaum zu beeinflussen. Erst nach elf Tagen der Abstinenz nimmt die Zahl missgebildeter Spermien zu, und das auch nur marginal.
Auch andere Reproduktionsforscher halten die Empfehlung von Levitas für absolut richtig: "Es macht überhaupt keinen Sinn auf Sex zu verzichten, um die Spermien für einen vermeintlich optimalen Zeitpunkt der Befruchtung aufzusparen" meint etwa Dr. Karl Nygrin, ein Fertilitätspezialist aus Stockholm. >> # top # | Q: Freenet.de
Zu guter letzt noch ein Sex-IQ-Quiz - was auch immer das sein soll ... Labels: sex
*rotfloooooool* ... never ending *rotflol* [...](read article)(don't read article)
<< Vier Jahre Knast wegen Onanieren im Gerichtssaal Der Richter mit der Penispumpe Ex-Richter Donald Thompson in Handschellen. Er wurde zu vier Jahren Knast und einer Geldstrafe von 40 000 Dollar verurteilt.
Das ist ja ein starkes Stück, Euer Ehren!
Während US-Richter Donald Thompson Mordprozesse verhandelte, onanierte der dreifache Familienvater unterm Richtertisch, benutzte dabei eine Penispumpe. Jetzt stand der 59-Jährige dafür selbst vor Gericht und wurde verurteilt: vier Jahre Knast und 40 000 Dollar Geldstrafe.
Vor Verkündung des Urteils sagte Staatsanwalt Richard Smothermon: "Ich bin froh, dass seine 15 Minuten Ruhm vorbei sind." Der Angeklagte habe den Bundesstaat Oklahoma landesweit lächerlich gemacht.
Ein aufmerksamer Polizist hatte den Prozess ins Rollen gebracht. Er hatte bereits im Jahr 2003 beobachtet, wie ein Plastikrohr unter der Robe des Richters verschwand. Später fotografierten Beamte die Pumpe unter dem Richtertisch, während Thompson eine Essenspause machte.
Bei der Untersuchung des Teppichs, der Robe und des Richterstuhls wurden später Spermaspuren gefunden.
Zudem soll sich der Richter während eines Prozesses die Hoden rasiert haben...
Im Verfahren gegen Thompson sagte Gerichtsreporterin Lisa Foster aus, der Richter hätte die Penispumpe während eines Mordprozesses vor drei Jahren fast täglich benutzt. Laut Staatsanwaltschaft ist das Gerät in mindestens vier Fällen zum Einsatz gekommen.
Auf einem Tonbandmitschnitt der Gerichtsreporterin war während eines Prozesses ein zischendes Geräusch zu hören. Als Geschworene den Richter darauf ansprachen, tat er, als habe er nichts gehört.
Pikant: Foster hatte bis 2003 für Thompson gearbeitet - ehe der Richter sie rauswarf.
Der bereits vor dem Prozess freiwillig in den Ruhestand gegangene Richter stritt ab, dass er mit Hilfe die Penispumpe onaniert habe. Thompson sagte aus, er habe die Pumpe von seinem besten Freund bekommen - als Scherzgeschenk zum 50. Geburtstag. Er habe sie vermutlich gedankenverloren betätigt...
Was ist überhaupt eine Penispumpe?
Normalerweise nutzen Menschen mit Erektionsstörungen die Penispumpe als stimulierendes Hilfsmittel. Dabei wird eine Pumpe über das Glied gestülpt, Unterdruck erzeugt. Auf diese Art entsteht eine Erektion. Ein elastischer Ring an der Peniswurzel sorgt dafür, dass die Versteifung einige Zeit bestehen bleibt, nachdem die Penispumpe entfernt wurde. >> # top # | Q: BILD T-Online.de sent by Jtranz Labels: sex
heute bringe ich wieder ein paar nette Videos. [--·]: betitelt mit "Evolution of Dance", eine sehr nett einchoreographierte Vorfuehrung von Tanzarten, die von MTV & Co. gepraegt sind. Um einige Bewegungen zu erkennen, muss man aber den dazugehoerigen Videoclip kennen ... [click] [6:oo] min.[-·-]: Dieser junge Mann, JerryC, kann sich sehen bzw. hoeren lassen, denn er praesentiert sich hiermit: dem Pachelbel Kanon, gespielt auf einer E-Gitarre. [click] [5:2o] min.. both sent by Gman2oo2[-··]: World's Longest Slam Dunk - natuerlich ein von Japanern motivierter Rekordversuch, wie koennte es anders sein ... sent by BasstardLabels: video
GameSpot scheint schon vor etwas laengerer Zeit einen Test zu "Real Life" gemacht zu haben. Alles in Allem ganz nett geschrieben - nicht perfekt, aber ganz nett - auch wenn ich in einigen Punkten nicht mit dem Reviewer einer Meinung bin (ich finde z.B. das Finanzsystem weltweit betrachtet ziemlich unausgeglichen). ;^) [...](read article)(don't read article)
11.07.2003 << Greg Kasavin · Executive Editor Real Life: The Full Review GameSpot Review
Volumes have already been written about real life, the most accessible and most widely accepted massively multiplayer online role-playing game to date. Featuring believable characters, plenty of lasting appeal, and a lot of challenge and variety, real life is absolutely recommendable to those who've grown weary of all the cookie-cutter games that have tried to emulate its popularity--or to just about anyone, really.
 Real life is densely populated and features a wide variety of places to explore and activities to engage in. | Real life isn't above reproach. In one of the stranger design decisions in the game, for some reason you have no choice in determining your character's initial starting location, appearance, or gender, which are chosen for you seemingly at random. However, over the course of your character's life, you have tremendous opportunity to customize and define a truly unique appearance for yourself--not only can you fine-tune your hairstyle and hair color, but you can also purchase and wear a seemingly infinite variety of clothing and influence your body type using various in-game mechanisms. For example, if your character exercises frequently, you will appear fit and muscular. You may also choose from a huge variety of tattoos and body piercings, and later you can even pay for cosmetic surgery, though this is expensive and there's a small chance that the operation will backfire. At any rate, real life offers a truly remarkable amount of variety in determining your character's outward appearance, and this depth isn't only skin deep. The only problem is you're relegated to playing as a human character, though the game does randomly choose one of several different races for you (which have little bearing on gameplay and mostly just affect appearances and your standing with certain factions).
The gameplay itself is extremely open-ended, though it's structured in such a way that you'll have a fairly clear path to follow when you're just starting out. Real life features a great system whereby newbie players will automatically be guided along through the early levels by one or more "parent" characters who elect to take newbie characters under their wing. This is a great system, as these older, more-experienced characters reap their own benefits from doing a good job of guiding the newbie character along. The system does have some problems, though--sometimes you'll encounter "griefer" parents who shirk their responsibilities or, even worse, seem content to harass newbie players. Such a situation could, in theory, irreparably damage your experience in real life. Fortunately, chances of this are relatively slim, as a harsh punitive system is in place to prevent the vast majority of players from experiencing or engaging in this sort of behavior.
 Starting out in real life can admittedly be boring, but the experience becomes much more interesting and open-ended once you get past the learning curve. | Typically, a character will learn of the numerous viable career paths available by undergoing schooling. This can be a long and tedious process, equivalent to the sort of "level treadmill" monotony that characterizes almost all MMORPGs. Nevertheless, many players do manage to enjoy themselves in this phase, especially if they band together--real life definitely rewards players who join groups, though soloing is certainly an option as well. At any rate, through the schooling process, as you engage in various activities, you eventually settle on a career path, and this is when you can start making a good amount of money and really taking matters into your own hands.
There are a few known exploits for making money, but generally the game's financial system is well balanced, complex, and rewarding for those who put forth proportionally more effort. You can use money to acquire new and better clothing, your own custom housing (a tremendous variety of options are available here as well), and new means of transportation ranging from bicycles to automobiles and beyond, and you can even employ other players and some non-player characters to do your bidding. Most notably, certain actions in real life are necessary and yet require a considerable amount of expertise to perform, or are simply boring. Additionally, even if you do have expertise in a field, that doesn't mean you can perform a given task for yourself--in this way, real life encourages and even forces player interaction, so those who prefer to go solo might find themselves in a bind at times. For example, even if your character specializes in dentistry, that doesn't mean you can perform a root-canal operation on yourself. Fortunately, dentistry is one of many lucrative professions in real life, and its practitioners can easily afford to pay for the various required maintenance tasks, freeing up their own free time for more-interesting activities.
One issue with real life is that it gives you very little specific feedback on character advancement. To give a couple of examples, a highly proficient player might receive a sudden pay raise or might become a champion boxer, but there's no clear way to tell exactly how smart or how strong you really are. Cleverly, there are in-game ways of at least getting a sense of these and other key attributes. You may attempt to lift weights to roughly determine how your strength compares with that of other characters. Various tests are available to gauge your overall intellect and expertise and knowledge in a variety of fields, though annoyingly, you need to pay a considerable fee to take some of these--and if you fail, often you aren't allowed to retake the exam for a while, or sometimes at all.
 Players can learn to operate a variety of different vehicles, and they can choose from a great variety of professions. | The game's player-run economy and well-balanced career system are extremely well done, but similar to what's found in other games. On the other hand, a particularly innovative aspect of real life is the way it forces you to gain certification to use certain objects. This feels much less contrived than the level caps or class restrictions found in other games (there are no "levels" or "experience points" per se in real life), and it also prevents players who "twink" money from their parents from automatically getting access to all the best facilities and equipment--though it's certainly true that players of good parentage have an inherent and arguably unfair advantage. Nevertheless, it's standard practice to have to qualify for certain professions, to engage in certain activities, to use certain equipment, and so forth. This system is quite modular. For example, even if you've become certified to drive a motorcycle, that doesn't automatically qualify you to drive an automobile.
This example is evidence of some of the amazing depth offered by real life--there are so many different options and viable decisions for a character to make that it's just about impossible for any one character to see everything and visit all the colorful and sometimes dangerous locations. Unlike in other MMORPGs, combat actually isn't a major factor for most players in real life, though players are bound to engage in a few skirmishes early in their lives. Interestingly, though, real life does offer an amazingly intricate combat system, featuring complex hand-to-hand and ranged combat options that a character may learn and even specialize in.
 Combat-oriented characters lead exciting but sometimes short lives in real life. | That being the case, you'd think more players would be drawn to combat in real life, and in some territories, they are. However, the PVE (player vs. environment) aspect of real life is relatively unpopular, and the PVP (player vs. player) portion, while interesting, is far too risky for most of the population. That's on account of the game's very strict death penalty and punitive system--you may freely attempt to harm or kill any other player at any time, but you will then likely be heavily punished by the game's player-run authorities. The punitive system has loopholes and other problems, allowing certain players to elude punishment and continue to engage in various player-killing activities. But for the most part, real life does a good enough job of making the punishment fit the crime, as it were, so in most regions there's a relative sense of order.
Player death is a serious issue in real life, and cause for continued debate among players, who often direct unanswerable questions on the subject to the game's developers, who are apparently (and understandably) so busy that they generally keep silent. In short, players who die--at the hands of other players, by the occasional environmental hazard, or when their account expires--are essentially removed from the gameworld and apparently cannot return at all. This further discourages players from engaging in PVP combat, but it does help real life's rapidly growing player population from getting too out of hand (though eventually there will be a need for additional servers).
 Player groups can achieve incredible success in ways you wouldn't expect, and that helps keep real life fresh and interesting. | Real life looks incredible, to say the least. To be sure, certain areas appear drab and colorless, even unpleasantly so. But some of the outdoor environments and even some of the player-made urban settings are truly a sight to behold, and various environmental and weather effects only add to the charm. The character models, meanwhile, are as impressive and detailed as they are varied. Some are incredibly striking and beautiful, while others appear hideously ugly--it's great that you can more or less decide for yourself on which side of the spectrum you wish to be. Real life also features some of the most believable ambient effects and footstep sounds to date, and it offers an incredible variety of music for good measure. In one of the game's best touches, players can actually compose, conduct, and perform their own music, and this is viable either for solo players or for groups. Especially skilled musicians go on to become some of the wealthiest and most popular characters around. The music career path is more complex and challenging than you'd expect, and it's another one of real life's really impressive and well-implemented features. One of the coolest experiences in the game is in traveling to different regions and listening to how different the music sounds for that territory. For that matter, architecture and even player languages differ depending on region.
Real life can occasionally feel like a chore. Some players legitimately dislike it, despite having attempted and even excelled at numerous career paths. Others externalize their frustrations by harming other players or, in some cases, even harming themselves. These players do have access to various support forums, and often end up whiling away the time by engaging in various available minigames or other competitive activities. Socializing is always an option, and as with other online RPGs, real life is certainly at its most rewarding when you manage to find and consort with other like-minded companions. At any rate, it's hard to fault the game for lack of content or viable activities, and even when certain players try to subvert the system or harm others, it still makes for some exciting and spontaneous events for other players who happen to be in the area or just hear of the event. Beyond that, real life can indeed be very time-consuming, and some of the less exciting moments, such as when your character is tired or injured, can be annoyingly so.
It's also true that real life is constantly being refined. Some players argue that many of the numerous changes constantly being made are for the worse--for example, players running once-profitable tobacco companies, as well as the players who are addicted to using popular tobacco products, often complain that the tobacco business is being "nerfed" for no good reason. But either way, it's good to know that players are able to actively improve certain features that require finer tuning. This keeps the developers free to focus on bigger issues.
Ultimately, if you take a step back and look at the big picture, you'll see that real life is an impressive and exciting experience, despite its occasional and sometimes noticeable problems. It says a lot for real life that, even with these issues, it's still very highly recommendable. Simply put, those missing out on real life are doing just that.
GameSpot Score |
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9.6 superb | Gameplay | 9 | Graphics | 10 | Sound | 10 | Value | 9 | Tilt | 10 |
>> # top # | Q: GameSpot.com Labels: videogame news
Mann, ist das schwer, seinen PC-Muskel zu trainieren. Ich krieg ihn ja noch nicht mal vernuenftig isoliert. Und der Muskelkater, der nur dann auftritt, wenn ich den Muskel anspanne, will auch schon seit Tagen nicht gehen. Wie spanne ich denn bitte gezielt den Bauch an? Bloeder Muskelklumpen. Wofuer mache ich das eigentlich? Ich bin so muede ... (note to myself: PC-Muskeltraining scheiterte an der Isolation)Current Catchy Tune: Dieses eine Lied aus den 9o-ern, wo eine Stimme wie die von Seal singt. Der Refrain geht irgendwie so: [Bridge] "Love. You. Love. You. Love. You. Love ..." "Micheeeeeeeeeeeelle" na na na na na naaa na naa, "Micheeeeeeeeeeeelle" na na na na na naaa na naa [usw.] wie frustrierend, dass ich dazu nix finde. selbst mit SongTapper.com nicht, was ich heute zufaellig gefunden habe und sehr nuetzlich finde. Labels: memo, personal, sex
nettes 7-min. Video, aus der Sicht eines Fahrrad-Boten New York's. [click] Ganz atemberaubend, wie sie da durch die Strassen fahren. Wie die Fische im Ozean ... sent by albaholic Labels: video
// Edit:das Vid war down, hab's jetzt wieder woanders gefunden. Ansonsten kann man es auch selber suchen mit den Keywords "car park". Es geht um ein orangenes Auto. Labels: video
[..·]: Es ist ja einigermassen verstaendlich, dass die nordisch klingenden hohen Gesaenge von Nightwish fuer das eine oder andere amerikanische Ohr recht schwer zu verstehen sind, aber das heraus zu hoeren, was uns in diesem Video vorgefuehrt wird, ist ja total geil ;^D Nightwish - Wishmastersent by Evil-Bob [...](show the other vids)(don't show the other vids)
[.·.]: So kann sich ein 2on2-Match in Day Of Defeat im schlimmsten Fall anhoeren. Was fuer Chaoten, echt, zum Wegschmeissen ;^) DoD 2o2 - DeadEye & Hitman sent by absinthOpfer
[.··]: Wollt ihr mal wissen, wie Pimp My Ride in Deutschland gedreht aussehen kann? Pimp My Bernd sent by PST
[·..]: Und zu guter letzt verarscht Bill Gates sich selbst in einem kleinen Comedy-Filmchen mit Napoleon Dynamite. Bill Gates & Napoleon Dynamite sent by albaholic Labels: video
Yaay, Psot #25o ... 75o Psots to go ...Hubert Cieslik war ein Japan-interessierter Akademiker. Schon lustig, was man so alles findet, wenn man mal in diversen Suchmaschinen nach seinem eigenen Namen sucht. Bei Amazon.de findet man (zumindest jetzt zu der Zeit, in der ich diesen Blog Psot verfasse) zwei Buecher ueber das Christentum in Japan: Beide Buecher sind nicht mehr erhaeltlich bzw. nur noch gebraucht zu bekommen (zumindest bei Amazon). Zusaetzlich fuehrt Amazon noch ein Paerchen, das, wie es scheint, sehr bewandert im Puppenwesen ist: ca. 2o Hits zu Jürgen und Marianne Cieslik. [click]Und Wikipedia findet die beruehmt-beruechtigten Tennessee-Boys (2oo6-o8-1o) (^^ ) Hubert sent by Mika77btw: die Blog-Suche funktioniert endlich, sodass das haessliche hellgraue Banner oben, das ich nicht weg kriege, nun wenigstens eine Funktion hat. Es findet wohl angeblich (nur) 85 Psotings, zeigt allerdings nur 45 an. Jedoch nicht die letzten 45, denn der allererste Psot wird auch gefunden - sogar in seiner ersten, inzwischen nicht mehr vorhandenen Version. Also, wenn ihr mal was sucht, was ihr mal hier gelesen habt, ruhig mal das Suchfeld oben benutzen. Vllt. findet ihr, was ihr braucht. Labels: personal
Schon einmal diesen Film gesehen habend hatte ich gestern nochmal die Gelegenheit, mir den Film Donnie Darko mit einem gewissen zeitlichen Abstand seit dem ersten Mal zu Gemuete zufuehren. So konnte ich mich an meine urspruengliche Verwirrung erinnern, an die ich hier anknuepfen moechte. Achtung, evtl.e Spoiler may follow! [...](read my senf)(don't read my senf)
Ich finde den Film ja ganz toll und so, mit der twisted story und wie sich dann doch alles zusammenfuegt und so, aber was ich nie so ganz begriffen habe, versuche ich mal hier schriftlich festzuhalten: An Tag 1 folgt Donnie Frank dem Hasen und verlaesst sein Zimmer, sodass er nicht von der Flugzeugturbine getroffen wird und stirbt. Ja? Also, das moechte ich hier mal wirklich festhalten: Donnie verlaesst sein Zimmer, um den Tod zu entgehen. Dann erlebt er eine schoene Zeit, lernt ein Maedchen kennen und alles - zwischendurch ein paar schizophrene Anfaelle, warum auch nicht - nur um dann am Ende die Entscheidung zu treffen, in der Zeit zurueckzureisen und in seinem Zimmer zu sterben, weil eine Turbine auf seinem Kopf landet.
Ist das nicht total dumm? In meinen Augen sieht es so aus (vor allem sah es beim ersten Mal sehen fuer mich so aus), als wuerde er nichts Grossartiges machen, er wuerde nicht die Welt retten - nein, er erlebt einfach 28 Tage mehr, weil er einen Extra-Loop gemacht hat. Quasi um zu sehen, was geschehen waere, wenn er nicht staerbe - ein Leben in einem Alternativ-Universum.
Also, meines Erachtens braucht ein guter Film keine Zusatzerklaerung, aber ich hab den Film nur verstanden, nachdem ich im iNet gerumgestoebert habe. Z.B. gibt es auf dieser Fanseite das Buch, das in dem Film vorkommt, zum Nachlesen (ca. 12 Seiten, inkl. Anhang). Eine noch viel bessere Erklaerung der Gesamtsituation, der Einzelereignisse im Gesamtzusammenhang, sowie der Grundidee findet man allerdings auf Wikipedia (in einer deutlich als eine von vielen Moeglichkeiten gekennzeichneten Interpretation). Unter anderem auch diese Feststellung, welche mir im Film voellig abhanden gekommen zu sein scheint: << At midnight a tangent universe spins off the Primary Universe, signified by the appearance of an Artifact, here represented by a jet engine. Tangent Universes are inherently unstable and will collapse in less than a month, taking the Primary Universe with it, if not closed off. >> Wenn dies im Film wesentlich klarer ruebergekommen waere, haette ich auch keine Probleme gehabt, das Ende des Films so zu begreifen wie er hoechst vermutlich gemeint sein soll.
# top # | Q: QUELLE thanks to albaholic who helped me understand the movie
Big Aber (as I've already said before): ein guter Film braucht keine Zusatzinformation von ausserhalb. Ich meine .. man kann doch nicht den Inhalt dieses Buches "The Phylosophy Of Time Travel" als gelesen voraussetzen. Dem Film fehlen einfach IMHO die Grundkentisse ... Labels: movies
Das sieht mir nach einem lustigen Bilderbuch im leicht morbiden humoristischen Stil von Joscha Sauer's Nicht-Lustig aus. Mit sympathischen kleinen weissen Haeschen in der Hauptrolle. Suizidal gefaehrdeten kleinen weissen Haeschen. Das koennte man mal als Geschenkidee ins Auge fassen. [click]sent by LonerRD Am besten gefaellt mir das einfallsreiche Kaninchen mit den Palmen ...
Passend zum noch relativ aktuellen Erscheinen des Kinohits "Pirates Of The Carribbean: Dead Man's Chest" ( "Fluch Der Karibik 2") hat mein Bruder ein sehr interessanten Artikel gefunden, in dem zwischen (dem damals frisch erschienenen) "Pirates Of The Carribean: The Curse Of The Black Pearl" ( "Fluch Der Karibik 1"), den Monkey Island-Spielen (Teil 1 bis 3, The Secret Of Monkey Island, LeChuck's Revenge und The Curse Of Monkey Island) und dem freibeuterischen Teil des Disney-Verguegungsparks, "Pirates Of The Carribbean", verglichen wird. Was war zuerst da, wer hat (vermutlich) von wem kopiert bzw. nicht kopiert? Wirklich sehr spannend und aufschlussreich. Jedoch, so sehr ich dem Artikel bei dem ersten Film zustimme - fuer die Fortsetzung gelten einige der Argumente nicht mehr. Da sehe ich einfach zu viel Monkey Island - und das ist gut so! [...](read article)(don't read article)
<< Pirates of the Caribbean uncovered An article by LucasTones, posted on September 30. 2003. WARNING: This article contains spoilers. If you haven't seen Pirates of the Caribbean: The Curse of the Black Pearl, but intend to and do not wish to know the plot, please do not read.
Pirates of the Caribbean: The Curse of the Black Pearl This movie has created something of a stir in the Monkey Island fan community - but why? There are tons of other pirate movies out there, and no-one is especially excited about those ones. The reason is that this particular pirate movie comes, effectively, from the same source that inspired The Secret of Monkey Island. That source is found at Disneyland - Pirates of the Caribbean - the ride. This is somewhat strange in itself; usually the theme park ride is based on the movie, not the other way round. So, whatever madness was floating around inside the heads of the Disney executives when they decided to start making movies based on rides I do not know - but what I do know is that against all the odds, Pirates of the Caribbean: The Curse of the Black Pearl is a bloody good movie.
The decision to put Jerry Bruckheimer as the producer is perhaps the most important thing that happened during the course of pre-production on this film. Bruckheimer is the king of summer blockbusters, and although that doesn't necessarily mean he makes good movies, they are almost always entertaining. Bruckheimer took the early draft of the movie and re-crafted it into the perfect swashbuckler - he brought in new scriptwriters, kicked Alan Silvestri (soundtrack composer) off the project and demanded better of almost every aspect of the movie. Key to the new version was the character of Jack Sparrow, and despite Bruckheimers' reputation for making purely moneymaking pictures, he was the mastermind behind the most ambitious and pivotal aspect of the film - Johnny Depp. Bruckheimer sold the idea to Depp, and brought him onto the project. Strange as this sounds, Depp is the heart of this movie - take him out of the equation and the film would die. Normally, an actor's performance makes a movie better or worse, but in this case the film is weighted squarely on Depp. There are very few other actors who would have been able to make the character of Jack Sparrow as entertaining and watchable as Depp, and as Sparrow features in the vast majority of the scenes in this film, get him wrong and you have problems.
The rest of the cast, with the exception of Geoffrey Rush (who gives a fantastic performance as the evil Barbossa, drawing the perfect line between tongue-in-cheek and realism) are there purely to bolster ticket sales. In much the same way Titanic cleaned up at the box office thanks to the hoards of Leonardo DiCaprio fans, Orlando Bloom is there to give the female audience a reason to see the movie. Keira Knightley has the same effect on the males, and the rest of the predominantly British cast are there presumably because they cost less (and it also handily ties in with the factual elements of the film.) For example, one British soldier who features heavily in the film, mostly as comic relief, had only been seen in a UK margarine commercial prior to the movie, and even then it wasn't a speaking role.
So, here we have a Bruckheimer produced Disney blockbuster with a rent-a-star cast and pirate theme. It really shouldn't work. But it does, and in fantastic fashion. The basic plot revolves around Jack Sparrows quest to regain Captaincy of his stolen ship, the titular Black Pearl. Using everyone at his disposal to reach his own ends, along the way he enlists the help of Will Turner, a young blacksmith who loves Elizabeth Swann, daughter of the governor of the island. Elizabeth is duly kidnapped by Barbossa and his crew, who mistakenly believe she will help them to break a curse that has transformed them into skeletons. Sparrow, meanwhile, knows that the person they really need is Turner - but unfortunately, he is being chased by Commodore Norrington of the British Navy who has a sworn hatred of pirates. So ensues a tale of backstabbing and adventure, with ship-to-ship battles and swordfights at every possible opportunity. Whenever the curse of the summer movie threatens to take over, and it looks like its about to turn into a special effects festival, Depp or Rush save the day with some truly outstanding dialogue - lines such as "I feel nothin' - not the wind on my face nor the spray o' the sea" sound corny and ridiculous on paper, but Rush manages to deliver it so brilliantly that all rationality is thrown out the window and we are sucked into the story even more.
This is an action adventure that truly rivals Indiana Jones in the enjoyment stakes. I can think of no higher praise to bestow than that.
So, now you know a bit about the movie - but again, why should you care? You came to a Monkey Island website, not a movie review one. Well, due to the shared heritage between The Secret of Monkey Island, and the rest of the Monkey Island series, and Pirates of the Caribbean: The Curse of the Black Pearl there have been many claims that the movie has in fact been inspired by the games as well, in some ways. I hope to settle the nature of these claims once and for all in the remainder of this article, under four sections: plot, characters, events and music. To make things less confusing, each of the three points of reference will be referred to as follows (in chronological order):
potc: Pirates of the Caribbean (the ride) MI: Monkey Island (any of the games) TCOTBP: Pirates of the Caribbean: The Curse of the Black Pearl (the movie)
Plot The plot of the movie has already been outlined, but not in great detail. I'll just quickly go over the plots of each to make things easier:
Pirates of the Caribbean: the ride doesn't have a specific plot as such, but the basic premise can be picked up by simply going on the ride. As you approach the town, a pirate ship opens fire on the fort. Entering the town itself, various pirate-types are seen setting fire to the buildings, stealing, chasing the women-folk and getting drunk. This is Disney, so it's all in good humour - there's no bloodshed, and everything is handled light heartedly.
Monkey Island: looking at each of the original trilogy separately, the first one (The Secret of Monkey Island) tells the tale of Guybrush Threepwood, who arrives on Mêlée Island with a burning desire to be a pirate. After completing a set of trials that will supposedly confirm his pirate status, the woman he loves (Governor Marley) is kidnapped by the ghost pirate LeChuck, who's also in love with the governor. Guybrush has to find a ship and a crew, and give chase to the fabled Monkey Island in an attempt to thwart LeChuck's plans.
In the sequel, LeChuck's Revenge, Guybrush has become a fully-fledged pirate. He hears stories of a fabulous treasure called Big Whoop and vows to find it. His quest for the map to the treasure leads him across the entire Caribbean, once again crossing paths with Governor Marley. Unfortunately for him, LeChuck has been resurrected and is after revenge - he's no longer after Marley, he wants Threepwood.
The third game, The Curse of Monkey Island continues directly from the end of game two. Guybrush has escaped from the nightmare world LeChuck left him in, only to run into him again almost immediately. Luckily for him, the zombie pirate LeChuck accidentally blows himself up and Guybrush is able to escape, and propose to Elaine. Unfortunately for him, the ring he stole from LeChuck is cursed and Elaine is turned into a golden statue. Guybrush finds himself once again on a quest, this time to find a fabulous diamond - but what he doesn't know is that LeChuck is back again, and is madder than ever.
Pirates of the Caribbean: The Curse of the Black Pearl: when Jack Sparrow arrives in Port Royal, he needs a ship in order to travel to Tortuga. There, he'll get a crew and chase the Black Pearl, his former ship which was taken from him in a mutiny. However, he is arrested almost immediately and thrown in jail. Meanwhile, the crew who stole his ship have been placed under an Aztec curse - they are now human to the eye in sunlight, but rotting skeletons by night. They are looking for gold coins that will reverse the curse, and Elizabeth Swann has the last one. She is the daughter of the governor of Port Royal, and unknowingly unleashes a signal that alerts the pirates to the presence of the coin. That night, the Black Pearl arrives in Port Royal and Barbossas crew kidnap Elizabeth. Her two potential suitors, Will Turner (a blacksmith) and Commodore Norrington (the head of the navy presence in the region) both want to find her, but have conflicting plans. So, Turner helps Sparrow escape from prison in exchange for helping him find Elizabeth. What Turner doesn't know is that the pirates need his blood, and not Elizabeth's as they presume. Sparrow plans to use this information to barter for the return of his ship, as they give chase to the dreaded Isla De Muerta...
As you can see, there are several similarities between the plots of each story. The first, and most significant, is the world created by Disney in the original ride. The importance of this is that this is the world that appealed to Ron Gilbert, and was subsequently re-created in his games. The pirates in this world aren't criminals as such - just loveable rogues. This is the element that sets Monkey Island apart from traditional pirate tales - there is no murder or rape, or even swearing. This tradition continues through to tcotbp, where although Barbossa and his crew are more typically evil, the main pirate, Jack Sparrow, is handled more light-heartedly. He doesn't swear, nor rape Elizabeth when given a clear chance when they are marooned together. He does steal, in the same way that Threepwood walks around the Caribbean light-fingering almost every item he sees, and he does murder someone, but in the circumstances the motive is fairly clear. All in all, there are many times when Sparrow chooses a course of action that is less evil and more fair - most notably, he doesn't want to kill Will Turner in a fight near the start, as he hasn't really given him a reason to - so he tries reasoning with him instead of shooting him.
One similarity between mi and tcotbp is between the quests of the two heroes. Guybrush Threepwood has to find a ship and crew, and follow the evil pirate to an island that no-one believes exists. Similarly, Jack Sparrow has to find a ship and a crew, and also has to follow the evil pirate to an island that no-one believes exists. The methods in which they obtain the ship and the crew are different, but that is purely down to the medium the story is presented in. A movie where the hero had to borrow money from a shopkeeper in order to afford a ship would not only seem strange (the hero is a pirate, after all) but it would seem tedious, and slow the pace down. Similarly, in a point and click adventure game the theft of a galleon would have to be seen as a cut-scene, thereby reducing user interactivity and shortening the length of the play-time. That said, this similarity doesn't necessarily mean that tcotbp has copied from mi, just that they are similar. It is equally likely that it is merely a co-incidence. Monkey Island cannot be credited with the invention of the plot device in which the hero chases after the bad guy in order to get something back, as hundreds of stories use this - the majority of them told before 1990. The reason for the co-incidence most likely stems from the fact that they are both pirate stories. If it were set in space, the ship would become a spacecraft and the hidden island would become a planet - it's just the nature of the story and its setting.
Another similarity is also found in the quests of the heroes. In the second mi game, Guybrush hears stories of a fabulous treasure of un-equalled value, and vows to find it. From what we learn in back-story in tcotbp told by Barbossa, Sparrow and his crew heard tell of the Aztec treasure and tried to find it. Similarly, both treasures had hidden surprises - in the case of Big Whoop, (depending on which theory you believe) it was either a magical trap, in which Guybrush was turned into a child and trapped in a ‘Carnival of the damned' or a portal into another dimension - reality. In tcotbp the treasure was vast, but by removing it from the chest that contained it you became cursed. It's fair to say that both treasures were misleading. But again, is this a significant coincidence, or simply that - a coincidence? When I tried to think of other stories in which a treasure, or something that is prized actually turns out to be bad (or not what it seems) there were several. When it comes down to it, it's a simple plot device that has been used hundreds of times - in essence, a trap. You are tricked into believing one thing, when in fact the reality is anything but. In Total Recall, Arnold Schwarzeneggers character finds out he isn't who he thinks he is. He travels to Mars where he has been told he is a rebel, fighting for liberation on the planet. What later transpires is that he is in fact a government spy, who's been tricked into thinking he is a rebel in order to bring the rebellion down from the inside. This is, essentially, the same plot device. Schwarzenegger believes he is one of the good guys, but he was merely tricked and the truth is the direct opposite - in mi Guybrush believes Big Whoop is a treasure, but he was tricked and the truth, again, is different. When placed in these terms, a similarity between Big Whoop and the Aztec treasure doesn't seem to be anything more than a coincidence.
The third real plot similarity lies in the curse. Both the third mi game and tcotbp feature the word ‘curse' in the title, and both curses revolve around wealth. In The Curse of Monkey Island, the curse is triggered by wearing a fabulous diamond ring. In tcotbp, taking some of the treasure from the chest triggers the curse. The underlying theme here is age old - the irony of obtaining something so awesome, yet only superficially valuable (the moral is always the same; love is the only real treasure, commercial value means nothing) yet not being able to use it. The pirates in tcotbp have a fabulous stash of ancient golden coins, but they cannot spend any of them without becoming an un-dead skeleton, and in mi Guybrush gives Elaine a ring of such size and beauty that it's unmatched, yet she cannot actually wear the ring without becoming a golden statue. Both treasures have adverse effects on you, whilst remaining outwardly desirable. Interestingly, in the case of mi, the curse makes the wearer of the ring more valuable than the ring itself, yet totally worthless to the wearer. Is this another co-incidence, or a significant similarity? Well, the story that springs to mind most immediately is the Greek myth of King Midas. Not only does this story also revolve around gold, it's also a cautionary tale warning against greed. King Midas loves gold so much that when he receives a wish, he wishes that everything he touches turned to gold. However, Midas only succeeds in turning his son into a golden statue, and he realises how useless gold really is. With this in mind, this co-incidence must also be regarded as nothing more than that - a co-incidence.
Characters I noticed on LucasForums that some people think that some of the characters in tcotbp are based on characters found in mi. This will be assessed below.
-Jack Sparrow: well, for a start we know from interviews that Johnny Depp based his portrayal of Jack Sparrow on two people: Keith Richards and Pepe Le Pew. The former is an English rock star, and the latter is a leering cartoon skunk - neither of which bares any resemblance to the main stars of the mi games. I don't think that any of the smaller characters in the mi games are memorable - or, indeed, unique enough - to actually inspire another character. That means that if a character in tcotbp is inspired by a mi character, it's more likely to be Guybrush, Elaine, LeChuck, Largo or Stan. The only way to assess Jack Sparrow is to remove the Depp element. Johnny Depp crafted a truly unique character, but he didn't create the character. This means that the scriptwriter could have been inspired by a mi character, but the similarity was lost when Depp interpreted the character.
On paper, Sparrow is a simple pirate - he is only looking out for number one. He only helps people if there is something in it for him, and he likes to maintain a certain mystery about his character. For example, no-one knows exactly how Sparrow escaped from the island he was abandoned on, but he likes to entertain fantastic stories that explain it, as they make him sound more enigmatic and enhance his reputation. In reality, he hitched a ride on a passing ship, but the story he tells Mr. Gibbs is that he makes a raft from sea turtles he catches with rope hewn from the hair growing on his back. This is about the only similarity I can see between Sparrow and Threepwood - in the second mi game, Guybrush enjoys to exaggerate the truth about what really happened when he killed LeChuck, right from the start of the game. However, to say that Sparrow was inspired by Guybrush is far fetched indeed. Hundreds of characters from all kinds of movies have been known to lie about their past in order to create a reputation for themselves. Just one I can think of from the top of my head is Venkman, in Ghostbusters. During the first ghost removal, at the hotel, the ghostbusters are confused and inefficient, and as a result the hotel is badly damaged. However, during the press conference outside the hotel he maintains that they were professional and that catching the ghost was easy. This ensures the good reputation of the ghostbusters, even though it isn't entirely true.
-Barbossa: as Barbossa is the head of the evil pirates in tcotbp, the only character in the mi games that could have remotely inspired him is LeChuck. If that was as far as the similarity went I would say it is merely a coincidence. However, the fact is that they are both evil pirate captains, and they are both, essentially, dead. It's the un-dead aspect that makes this connection interesting. Physically, the performance given by Geoffrey Rush doesn't remind me of LeChuck at all, but on paper there are several similarities. I already mentioned the un-dead aspect, but there is also the fact that they sail ghostly ships and hide out under a hidden island. Both ships LeChuck uses in The Secret of Monkey Island and The Curse of Monkey Island have the same ragged sails seen on the Black Pearl in tcotbp, as seen in this screenshot. They also both moor their ships underneath an island that no-one can find - only, LeChucks is in lava, and Barbossas is not. These seem to be the most significant similarities I've uncovered so far, but - the fact is that they are similarities between the ship, and the location - not the actual character. This leads me to believe that its just another co-incidence, but if I had to pick one thing that I thought was definitely inspired by mi I would pick this.
-Elizabeth Swann: as with Barbossa, there is only really one character that could have inspired Elizabeth from the mi games - Elaine Marley. Elizabeth Swann is the governor's daughter, whereas Elaine Marley is the governor. Both are strong willed woman, and they both like pirates - or, at least don't despise them. These are surely co-incidences though - Elaine Marley isn't the first strong willed woman by a long shot - Marian Ravenwood in Raiders of the Lost Ark is another obvious one. The fact that Elizabeth Swann is the governors daughter is because the character has to be very upper class, and that is about the most upper class you can get in the setting of the film. Also, in mi Elaine manages to escape herself, but in tcotbp Elizabeth needs to be rescued. Overall, the connections between Elizabeth and Elaine are loose at best.
-Will Turner: Orlando Blooms role is as the hero of the story. He is the law abider who joins forces with the more dodgy Jack Sparrow. This limits the number of resemblances he can have to a mi character, as all the main characters are pirates. However, he does share one important trait with Guybrush - they both go out of their way and break the law to save a woman who they aren't actually romantically involved with. Turner loves Elizabeth, but hasn't told her, and Guybrush loves Elaine but hasn't been able to get a word out when talking to her. This doesn't mean that Will Turner was inspired by Guybrush though, especially as when it comes down to it, one of the first things Guybrush says is "I want to be a pirate" whereas Turner (initially) hates pirates. The characters are very different, and the one similarity is coincidental.
The other characters have much smaller roles. Norrington can't be based on anyone from mi because there simply aren't any characters in mi that fill the same role as him. There are no law-keepers in the series, or navy people. There are no second-in-command pirates in tcotbp that resemble Largo LaGrande, and the two comic relief pirates could only be accused of being inspired by the two pirates in The Curse of Monkey Island who find LeChucks boots and bring him back to life in demon form. If anyone seriously believed that they were inspired by those two pirates though, they would have to be insane. It would be unfair to the scriptwriters to suggest that the two fully thought out characters in the movie were inspired by two tiny characters in a computer game.
Events By ‘events' I mean, things that happen in tcotbp that also happen in mi. The most striking and obvious of these is the jail scene.
The jail scene is the only event that undisputedly occurs in the ride, the games and the movie. As keeping with the tone of the ride, in potc the scene is played for laughs - the pirates are locked up and the jailers are presumably off having some fun, whilst the dog is left to guard the cell. In mi, the scene is extended further to meet the criteria of an adventure game - ie, there is a workable puzzle for the player to solve in order to escape. While keeping the guard dog / keys theme, LeChucks Revenge introduces a second cell to the scene, with a dead skeleton in it. While no doubt there to help fill up the screen, the skeleton is, of course, a vital part of the puzzle. In tcotbp the scene is extended still further - the all important dog, of course, is still there, as is the second cell introduced in mi. This time, the second cell is populated with living people, and reminiscent of the ride scene they all work together to try and get the key from the dog. Later, the prisoners escape after a cannonball blasts a hole in the wall, and Sparrow is left in the second cell - here, he also tries to tempt the dog with a bone.
It's a simple idea for a scene, and the most noticeable difference between each version is that in both potc and tcotbp, no-one escapes by getting the key from the dog. In potc, no-one is seen to escape at all, whereas in tcotbp everyone escapes at some point - the prisoners in cell one climb through the hole in the wall, and Sparrow escapes when Turner rips the door away. This leaves Guybrush as the only person who has ever been placed in this scene, and escaped by himself, using a bone to get the key from the dog. While this is clearly the most obvious similarity between mi and tcotbp - Gilbert has never denied the scene was put in the game as an homage to the ride that inspired the game - the simple fact is that both mi and tcotbp used the scene as an homage to the ride and not that tcotbp was inspired by mi. Yes, both the games and the movie have a scene that is undeniably the same - but both borrowed the scene from another source - the ride.
Another similar event is that in both mi and tcotbp the evil pirates come into port and kidnap the heroine. In mi we don't actually see the kidnapping - Guybrush returns to town and we simply see the ship sailing away. From what we gather in the town, at the sight of the ship everyone fled the town and hid, and LeChuck came ashore and kidnapped the governor. There was no bloodshed, and LeChuck wasn't interesting in pillaging - he only wanted his bride-to-be. In tcotbp, we actually see the kidnapping. The pirates come into port cannons blazing, as it were, attacking the town and the townsfolk and generally causing havoc. Two of the pirates find Elizabeth and taker her aboard the ship.
The problem with this similarity is that there are too many differences for it to be truly considered an influence. In mi the pirates come for one specific purpose - the governor. In tcotbp they also come for one purpose - the golden coin. The fact that they kidnap Elizabeth is more of a comedy of errors than a thought out plan - the pirates would have had no use for her, so would have either killed her or left her in the mansion. However, as she fears for her life she calls into play the parlais, and the pirates are left with no choice but to take her to the captain. Barbossa would surely have had no qualms about killing her, or even taking her back to his lair and letting his crew have their wicked way with her (after breaking the curse) but when he asks her name she gives Turners name (presumably so that they won't know she's the governors daughter - she says she is a maid in the household, and Turner is probably the only person in the town she knows who isn't upper-class - if she had said "Elizabeth Norrington" the pirates may have kept her as the wife of the Commodore would be a useful ransom demand) and this leads Barbossa to believe she is the missing person they need to break the curse. It is possible that the kidnapping scenario was inspired by mi and simply expanded for the movie, but this is highly unlikely. There are hundreds of kidnap stories in the world, and the only reason the mi one stands out is because they're both about pirates.
If the islands involved in each story can be called ‘events', then here lies another similarity. In mi the island is the titular Monkey Island, which is little more than a myth in most eyes. In tcotbp the island is the Isla De Muerta, (island of death) which isn't part of the common vernacular like Monkey Island (that is, in the mi games everyone knows about Monkey Island yet no-one really believes in it, but in the movie not everyone knows that the Isla de Muerta exists, so not everyone has an opinion) but according to Sparrow "can't be found unless you already know where it is" - indeed, Sparrow himself uses a compass that he presumably stole to find the island. The main similarity here is that both evil pirate captains have not only found the island, but have also moored their ships underneath it - and then, the heroes also battle the odds to follow them there. When I put it like that, it seems that we've finally found a rock-solid similarity between mi and tcotbp, but I don't think this is the case. Yes, both islands are mysterious and hidden, and yes both evil pirates live there, and yes both heroes set sail to the island after them - but: this seems more like a coincidence and a common plot device. Basically, this is a chase between the good guys and the bad guys - the good guys are chasing the bad guys to get something back. That is the plot of hundreds of movies, from Star Wars to The Goonies, and the only reason the similarity seems so close is again due to the setting of the story. It's a pirate movie - that means transport is ships, and bad guys are pirates. If mi was retold but set in space, it wouldn't nearly resemble tcotbp as much, because LeChuck wouldn't be a pirate, and Monkey Island wouldn't be an island. This similarity must also be chalked up as mere coincidence.
Music The only other aspect of the movie I can think to analyse in comparison to the games is the music. This is about the only aspect of each that seems to be totally original. The original ride has the "Yo-ho yo-ho a pirates life for me" song as its theme. This is a typical sea shanty, a fast moving jig. You could listen to it with no point of reference and it wouldn't take you long to associate it with the sea.
Monkey Island has an amazing variety of music from throughout the series, and while later tracks such as the Barbery Coast present more of the standard sea music fare more akin to the style of music potc opted for, the main theme itself is totally different to the theme of the ride. With its familiar slow start, and then the explosion as the real theme kicks in, the reggae roots Michael Land has planted the series in (it is set in the Caribbean) keeps the tune sounding different to the potc one, whilst still maintaining a feel of the sea.
There are, of course, those who would say that A Pirate I was Meant to Be is an homage to A Pirates Life For Me, and in my opinion it's 50:50 - it could be an homage, or it could be a coincidence. One thing is for certain - a lot more work went into that song for it to be a simple homage - the creative element was out in force.
Pirates of the Caribbean: The Curse of the Black Pearl has had the most money spent on it out of the three projects, and this is evident from the music alone. Obviously, the quality of the recordings is far higher than for the games and the ride (which was made in the 60's) but the style is also totally different. While we have lost Alan Silvestri's score thanks to Mr. Bruckheimer, Klaus Badelt has crafted a rich and exciting score that has turned its nose up at the style of sea shanties and opted for all out swashbuckling.
All three soundtracks can be heard in the preview mp3 [sry for bandwidth-stealing. Wood.] - playing in the order: potc, mi, tcotbp.
Verdict So, now we come to it: is Pirates of the Caribbean: The Curse of the Black Pearl influenced by the Monkey Island games? The answer I must come to is simply ‘no'. The similarities that do exist seem to be there purely because of an influence from Pirates of the Caribbean (the ride) or through shared plot devices that have been used in hundreds of stories since storytelling began. The slight similarities that do seem to be something more than this I put down partly to the fact that both stories are set in essentially the same light-hearted pirate world, and partly to wishful thinking - the simple fact is, we want a Monkey Island movie, and as it's not looking like we're going to get one, so we're claiming Pirates of the Caribbean as our own. I don't think its fair on the filmmakers to try and say that they have ripped-off the Monkey Island games; they have produced a story good enough to be judged on its own merits - and it has exceeded all expectations.
I admit, before I saw this film I had hoped for Monkey Island: The Movie and to a certain degree I expected it. What I got was a story that surpassed the games in many ways, and stood tall on its own achievements.
One final note - Disney are already working on a sequel to this movie, and it's a known fact that George Lucas was very interested in this project when Bruckheimer came to ILM for post-production effects - is it too hard to imagine Pirates of the Caribbean: The Secret of Monkey Island?
Nah, just kidding!
LucasTones
Thanks to Gabez for motivation and images. If anyone did manage to read through it all, you deserve a pat on the back. >> # top # | Q: Scumm Bar.com sent by Mika77
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