whiterasta
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Brian & Stewie: You and I are, so awfully different, too awfully different, to ever be pals!
Stewie: Do you want to go first?
Brian: Yeah i'll go,
your favorite hero is the Marquis De Sade.
Stewie: Oh, you're one to talk,
you got a stiffy from Phylicia Rashad!
Brian: Oh, one time...
Stewie: I have a style flair, just look at my hip hair!
Brian: Oh yeah thats quite a nice doo there...
Stewie: Oh thanks.
Brian: ...For me to poop on!
Stewie: What?
Brian: Oh come on you look like Charlie Brown.
Stewie: Oh bite me, Snoopy.
Brian & Stewie: There's not a whole lot that we got to agree on...
Brian: Cause I love the strains of a classical score.
Stewie: And I like that singer who looks like a whore...
Brian: Ricky Martin?
Stewie: Love him.
Brian & Stewie: We're too different to ever be pals!
...You and I are, so awfully different doo-doo-doo, too awfully different doo-doo-doo, to ever be pals!
Brian: Your head's as massive as a meteorite.
Stewie: Oh very funny...you have a weenie like a christmas tree light!
Brian: I bet money,
you'll marry a honey,
who's pretty and funny,
and her name will be Ted.
Stewie: Oh, a gay joke...
Brian: I just work with what you give me.
Brian & Stewie: You might think
we're in sync,
but we stink,
as a duo..
Brian: Cause you get a kick out of carnage and guts.
Stewie: And you get a kick out of stroking your...
Brian: Whoa whoa whoa, you cant say that on TV!
Stewie: What, ego?
Brian: Never mind.
Brian & Stewie: We're too different to ever be pals!
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So basically it's an InuYasha ripoff with a misleading title?
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Is this the in place to be
What am I doing here
Watching the girls go by
Spending money on...
Sleep all day, it's the only way
I'm a parasite, I creep out at night
Nite club, is this the in place to be
Nite club, what am I doing here
Nite club, watching the girls go by
Spending money on...
Hey, hey, I don't work 'cause I don't have to
I don't have to work there's no work to do
Nite club, I'm a member of the nite club
I won't dance in a club like this
'Cause all the girls are sluts
And the beer tastes just like piss
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Out of bed, it's 8:00am
Out my head, at half past 10
Out with mates and dates and friends
That's what I do at weekends
I can't talk and I can't walk
But I know where I'm going to dance
I'm going to watch my money go
And the look I know, know
As my feet go through the door
I know what my right time is for
Buy a drink and pull a chair
Up to the edge if the dance floor
Dance and prances through the night
Trying to start or stop a fight
I sit and watch the flashing lights
Moving left and footless tides
I go out on Friday nights and I come home on Saturday mornings (x2)
I like to venture in to to town
I like to get a few drinks down
The floor gets packed the bar gets full
I don't like life when things get dull
The hen party to save the night
Free themselves from drunken stacks
Having fun and dancing in
Circle 'round the leather bags
I go out on Friday nights and I come home on Saturday mornings (x2)
But 2 O Clock has come again
It's time to leave this paradise
But the chip shop isn't closed
'Cause their pies are really nice
I get in the taxi cue
Sitting in someone else's spew
Wish I had lipstick on my shirt
Instead of piss stains on my shoes
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Anyone know anything about this? I'm playing Chrono Trigger right now, so I thought this might be related somehow but it's not. Somethin'about Mary Magdalene...
The year is 1928 A.D. The place is New York, U.S.A. The economic prosperity brought forth after the Great War also heightened the presence of something far darker and much more sinister: the demonic Sinners. The Magdalene Order is an organization that tries to counter this force. Two of its exorcists are Rosette Christopher and her assistant, Chrono. Both appear out of place in an organization like this, and they are in a quest to find Rosette's missing brother, Joshua. Their relationships, secrets and fates can only be revealed in time... -
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After all the jack are in their boxes,
And the clowns have all gone to bed
You can hear happiness staggering on down the street
Footprints dressed in red
And the wind whispers, "Mary"
A broom is drearily sweeping
up the broken pieces of yesterday's life
Somewhere a queen is weeping
Somewhere a king has no wife
And the wind, it cries, "Mary"
The traffic lights turn blue tomorrow
And shine an emptiness down on our bed
The tiny island sags downstream
Cause the life that lived is dead
And the wind screams, "Mary"
Will the wind ever remember
the names it has blown in the past?
With its crutch, its old age, and its wisdom
It whispers, "No this will be the last"
And the wind cries, "Mary"
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Ooh, ooh! I know who said it too! IT WAS COUGAR!!!
Ding-ding-ding! I win!!!
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1983 (A Merman I Should Turn To Be)
"Hurray i awake from yesterday
alive but the war is here to stay
so my love catherina and me
decide to take our last walk
through the noise to the sea
not to die but to be re-born
away from a life so battered and torn....
forever...
oh say can you see its really such a mess
every inch of earth is a fighting nest
giant pencil and lip-stick tube shaped things
continue to rain and cause screaming pain
and the arctic stains
from silver blue to bloody red
as our feet find the sand
and the sea is strait ahead..
strait ahead.....
well its too bad
that our friends
cant be with us today
well thats too bad
"the machine
that we built
would never save us"
thats what they say
(thats why they aint coming with us today)
and they also said
"its impossible for man
to live and breath underwater..
forever" was their main complaint
(yeah)
and they also threw this in my face:
they said
anyway
you know good well
it would be beyond the will of God
and the grace of the King
(grace of the King yeah yeah)
so my darling and I
make love in the sand
to salute the last moment
ever on dry land
our machine has done its work
played its part well
without a scratch on our bodies
and we bid it farewell
starfish and giant foams
greet us with a smile
before our heads go under
we take a last look
at the killing noise
of the out of style...
the out of style, out of style"
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"Look at the sky turn a hellfire red Lord
Somebody's house is burning down down, down down"
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The Square Enix Party demo consisted of two separate play sections: Fone Coast and Miriam Ruins. Both are pure gameplay sequences featuring lots of enemies to kill, but none of those lovely cut scenes that the Final Fantasy series is known for.
Miriam Ruins takes place in an underground dungeon environment. When you begin play, an instruction screen appears, suggesting that you to kill a character called the Ring Dragon. The game lets you in on how to make the Ring Dragon appear -- by collecting the Dragon Key, which is being held by a large, multi-part creature called Adamantai. The game also gives you a hint as to how to progress: Adamantai is blocking the road somehwere.
Fone Coast, in contrast, takes place above ground, on a beach, complete with beautifully rendered sand and water. This mission requires that you kill a boss called Rock Eater. To make Rock Eater appear, you have to kill 3 "Slavunell" creatures. The game gives you the hint that the Slavunell creatures aren't too friendly with the puny Mandragora creatures (from Final Fantasy XI) and suggests that you let the two creatures fight each other first and then go in for the kill yourself.
As they were at the game's E3 2004 debut, the similarities to Final Fantasy XI are clear here, even beyond the presence of the Mandragora beasts. Compared to most traditional Final Fantasy games, FFXII offers a surprising amount of freedom, giving you vast environments to explore and full camera control as you move about. There's no switch to a battle mode in this game -- battles are intermixed with dungeon crawling, making for a seamless experience.
The game also includes an interesting dynamic involving enemies. As the Fone Coast hint suggested, you're not the only one fighting the creatures of the FFXII world. They also fight amongst themselves, and you can see this as you move around (and take advantage of it in the Fone Coast demo). Just like in FFXI, once you've engaged an enemy, other creatures will take notice of this and will come in for attack, adding a new dimension to the closed battle systems from previous FF games.
In case you didn't read through IGN's E3 2004 coverage, here's how FFXII's basic gameplay system works. You have three characters in your party, with the Miriam Ruins stage defaulting to Fran, Balfre and Ashe and the Fone Coast stage letting you play as Pannero, Bash and Vaan. You control one of these characters, moving him around the field, with the other two characters following behind, controlled by the computer. You can toggle on and off an AI routine, called a "Gambit," for your allies, and can also switch control between party members by cycling through the characters using Up/Down on the D-pad.
The fun begins when you engage an enemy, or find yourself engaged by one. In Final Fantasy XII, enemies are visible on the screen ahead of time -- so, no more random battles, although the enemies to seem to replenish randomly throughout the stage if you wait long enough. Some enemies, the Mandragora for example, are content with just going about their own business. They won't even attack you if you run right into them, only fighting back if you're the first to attack. Other enemies will charge at you if you come in too close, forcing you into battle.
FFXII is still menu based, but it's in the Final Fantasy XI sense of the word menu. To bring up the battle menu, you press square. This gives you access to commands for item use, attack, magic use, summon and toggling your characters' Gambit setting. To attack an enemy, either one that's currently attacking you or one that is wandering around in the distance, you select attack and choose an enemy from the available enemies in the area -- enemies that are within range of your attacks. Your character is then locked in battle with the enemy and will continue automatically attacking until you give commands. You can also select commands for the other characters in your party without switching control to them.
When you're locked in battle with an enemy, the game displays a blue "Target Line," connecting you to that enemy. To switch targets, you simply select attack again and choose a different enemy. Enemies that are attacking you, but aren't necessarily being attacked by you, are connected to you via a red line. This information is visible for all party members, meaning you can get a fix on who's attacking who and who's being attacked by what.
You have full freedom of movement over your playable character during battle. You're free to move close to an enemy or run away. Let go of the controller and the computer will take over your character's movement, moving in for an attack at the right moment.
Your characters can only attack from a fixed distance, dependent on the type of weapon the character uses. Vaan uses swords, for instance, so he needs to be close. Pannero uses arrows, so she can attack from farther away. If you force your character out of range of attack, he won't attack until you allow him to get back in range. You can also unlock yourself from an enemy and run away from battles by holding down R2 as you move.
Magic and item use are done in the same way as standard attacks, by bringing up the battle menu and selecting the commands. Magic is split into groups. There's the usual White and Black magic, with white focusing on cure spells and black giving you access to heavy attack spells, but I also noticed a couple of other mysterious groups.
The demo at the Square Enix Party gave access to a summon attack. Once I'd advanced far enough, I noticed that my summon meter had maxed out, and I was able to call upon a powerful beast to help out in battle. Expectedly, a summon spell results in a flashy call routine. However, the actual summon takes on a different form than in previous FF games. In FFXII, following the call spell, the summon beast appears in battle alongside you, with your two allies disappearing. He then follows you around like a body guard, taking out enemies using powerful attacks, until time runs out. Your character also gains power for a limited time, making walking through the stage a breeze.
With this direct battle system, Final Fantasy XII feels like a completely different game when compared to pre Final Fantasy XI entries in the series. The game almost feels like a real time simulation, where you can micromanage three characters. While the battle system feels more real time than the active time battles that the series is known for, it's worth noting that the action actually pauses in FFXII when you bring up the command menu, so there is some time to catch a breath during the action.
I'll have to play more of FFXII to see how much I truly enjoy the game, but this twist in gameplay is one that's sure to split the series' hardcore fans. As I waited for our chance to play, I noticed some rumble amongst those lined up that the game looks totally different from previous titles. It should be interesting to see how the game buying public, who help make every main Final Fantasy game sell two million copies on the day of release, accept the game.
Well, the battle system is gonna rock at least...but the quality of the storyline remains to be seen.
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This is interesting, anyone heard of these guys? Apparently, Uematsu started his own rock band called "The Black Mages", and they play mostly battle themes from Final Fantasy games I-X...
Check it out:
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The latest issue if Famitsu is home to first details and screens for Resident Evil 5. Capcom is bringing this next generation survival horror title to the PlayStation 3 and Xbox 360, with veteran developer Jun Takeuchi serving as producer.
Takeuchi is somewhat vague in his discussion of what we can expect from the title gameplay wise, revealing only that Resident Evil 4, with the wealth of changes made by director Shinji Mikami, caused excitement amongst Capcom's development staff as a whole, particularly those who had worked on Resident Evil for the PlayStation and PlayStation 2. Even with the changes, Takeuchi states, there was no mistake that you were playing Resident Evil. We can apparently expect something that, similarly, maintains the taste of Resident Evil while featuring big changes from the traditional play format.
Images shared by the magazine were taken from a two minute high definition video clip in which the game's main character finds himself in the alleys of a desert city, being chased by a mysterious group of enemies. In describing the setting and content of the game, Takeuchi recalls a scene from the film Black Hawk Down, when a US chopper crashes to the ground and is swarmed by natives. The theme of getting out of a tight corner is a staple of the original Resident Evil, and is something that the development staff wants to work on with RE5.
The video does not actually reveal the nature of the enemies that are pursuing the main character. The primary enemy is a new element to the game and it's currently a closely guarded secret. The enemy are meant to come after you in great numbers, conveying the sense of insanity of hoards of natives that Takeuchi took away from Black Hawk Down. We can apparently expect something along the lines of the primary enemy in Resident Evil 4, who spoke a language that you were unable to understand and were more advanced than the zombies that have appeared in previous RE games. Takeuchi and crew are actually working on ways to make the enemy even more expressive this time around.
The development staff is paying extra attention to the game's environments, with Takeuchi stating that one of the tastes of past Resident Evil games was that of the player walking slowly through a dark and damp environment. This time, we can also expect wider, brighter environments, including scenes of intense sunlight.
As expected of a next generation game, RE5 runs in high definition, and one of the things the development staff wanted to do was use the new visual power at its hands to communicate the sense of atmosphere to the player. The images in the trailer clip are meant to convey a sense of high temperature. In fact, heat is a central theme to the game, with Takeuchi suggesting that when it's particularly hot, you'll want to cool down in a cave.
With regards to main character and background setting, Takeuchi states that we should be able to figure out the main character when we consider that members of the development team that created the original Resident Evil are working on this game. This would suggest that the main character pictured in the magazine is Chris (the bearded character in all the screenshots does resemble an older version of Chris).
Takeuchi won't reveal when we'll be able to play Resident Evil 5, only stating that we'll have to wait until the next generation systems are available. He assures us that out of all of Capcom's game projects, this one is getting the most attention, and this is why development will take some time.
A Capcom representative reveals to the magazine that a Tokyo Game Show showing for Resident Evil 5 is not out of the question. IGN is hoping that, with Sony's PlayStation Meeting press conference scheduled for Thursday afternoon and Microsoft's Xbox Summer scheduled for this coming Monday, we'll get a glimpse even sooner than that.
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THAT IS FUCKING BULLSHIT!!! (in reference to the above article)
Then again, R* kinda brought this on themselves by leaving the content on the disc...
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An escalator can never break. It can only become stairs. You would never see an "Escalator Temporarily Out Of Order" sign, just "Escalator Temporarily Stairs. Sorry for the convenience.
Best Quote Eva!
Oh, just curious...
How many posts before I qualify for one of those spiffy member titles?
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Nice little stash there, IceMan
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Sequel to Animal Crossing, known as Doubutsu no Mori in Japan. Since Animal Crossing was an enhanced version of the Japanese release, Nintendo Co, Ltd. released a follow-up in Japan, known as Doubutsu no Mori + (listed separately under this title). Animal Crossing 2 was announced in an interview with a Japanese magazine and is thought to be a true sequel to the communication adventure. Whether the game will truly make it out on GameCube is currently unknown. It may just get canned and moved to the system's successor.
There was an Animal Crossing 1 1/2 released in Japan however, featuring:
- Upgraded animal designs-Conversations and topics are changed
-All-new events added
-More than 100 additional items
-Visit the island without a GBA
-Make new friends by scanning e-Cards at the wishing well
-Receive items using passwords
-Save village data on SD Cards (using the SD Memory Card adapter)
-Take photos of village life, store on SD Cards, and print using photo printers, etc.
-Transfer data to the game using the e-Reader
-Get letters from animals and import designs via cards
-Link up to the GBA and play all-new mini-games
-Download NES games to the GBA via the link cable.
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Well, they tell me of a pie up in the sky
Waiting for me when I die
But between the day you're born and when you die
You know, they never seem to hear even your cry
Chorus:
So as sure as the sun will shine
I'm gonna get my share now what is mine
And then the harder they come
The harder they fall
One and all
The harder they come
The harder they fall
One and all
And the oppressors are trying to track me down
They're trying to drive me underground
And they think that they have got the battle won
I say, forgive them Lord, they know not what they've done
And I keep on fighting for the things I want
Though I know that when you're dead you can't
But I'd rather be a free man in my grave
Than living as a puppet or a slave
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The sun shall not smite I by day,
Nor the moon by night;
And everything that I do
Shall be upfull and bright.
And if it's all night,
It got to be all right!
If it's all night,
Got to be all right!
-Bob Marley, "Night Shift"
Samurai Champloo
in Animation Station
Posted
I've seen a couple episodes on Adult Swim, but I never know what the hell is going on...It seems cool, but could someone clarify the story for me..?