From the author of Kingdoms of Flame comes a new era of magick, and a new sinister guidebook to enter this realm. Koetting, having written for years under the pseudonym Archaelus Baron, has released himself from the necessity of anonymity, now emerging from the ashes of his immolated self with all knowledge and power unrestrained, unhidden, and unafraid. ![]() I began to employ, immediately after completing the manuscript for Baneful Magick, some of the very Exu E.A. Koetting/Baron DePrince and Eleggua rites in. This allowed the black Vodoun Masters to combine their sorcery skills and wisdom of Vodoun and create a powerful magical system that is second to none today. Mar 30, 2017..tsas leilppus rtsid dns aemit. E a l blis wtekciT.p. 1 re tf a d d us. E t tsil llur a f oe fgelloc/gro.mlfidnalev r fiet pnedutr set pekcie tnO.e c n at ti o. Film Festival, is proud to host a daylong event featuring visiting filmmakers whose works are being. Before joining Kickstarter, Dan worked as. Works of Darkn From the author of Kingdoms of Flame comes a new era of magick, and a new sinister guidebook to enter this realm. Koetting, having written for years under the pseudonym Archaelus Baron, has released himself from the necessity of anonymity, now emerging from the ashes of his immolated self with all knowledge and power unrestrained, unhidden, and unafraid. Works of Darkness guides the student of the Dark Arts into the blackest rituals and through the darkest regions of the human psyche and through hell itself. The most ancient rituals and teachings from the dark halls of the Ordo Ascensum Aetyrnalis are set forth here in detail and illustration. Included are the theories and rituals of necromancy, demonic evocation, divination, destructive magick, and more. Works of Darkness: A Guide to Advanced Black Magick is the most complete and in-depth textbook covering the most cornerstone, yet the most advanced forms of the art of Black Magick. While the subject has constantly remained in print in some form since the dawn of written language, drawing audiences from the scornful inquisitors to the intrigued dabblers of the craft to the Black Magicians seeking ascent in Darkness, only Works of Darkness takes the readers into the heart of evil and hands them the keys to absolute self godhood. Filled with exercises tailored to the specific growth stage of the reader, Works of Darkness becomes a personal guide to a Magickal Pathworking which leads the reader from having never sat in meditation to performing the most adept and rewarding rituals with absolute success. Rather than theorizing from the ever-present armchair of popular occult literature, this book plunges the reader firsthand into the depths of that which he seeks. Throughout the text, every detail of every Operation is illustrated in a manner that invokes the feeling of an intimate mentor compassionately giving his lifelong student a clear picture of both the task at hand and the necessary steps to achieve the goal. While it teaches the numbers and the angles – the formulae by which the Powers of Darkness can be Mastered – this book also inspires the reader to do more than take notes and regurgitate methods, but to rise above, and sometimes sink below, one’s adversaries, formed and unformed. While terms are defined, background is given, and fact is exposed in Works of Darkness, the meat of the text is the practical advice and exercises that bring the reader to not only sit and perform the rituals, but which also guarantee a successful outcome, and lend to the ultimate spiritual ascent of the Practitioner. Rather than providing a speculative history on Black Magick and its adherents or a new choice of wording for the same Hermetic practices that have been beaten into undeath, this book offers structured practices that are scarcely known, and are highly effective. Where most modern occult literature attempts to rationalize its teachings with a psychological concordance, explaining the magick right out of the ritual, Works of Darkness gives no such explanations, but instead posits that what is happening is happening. The Power of Darkness is very real. Demons do exist. Curses do bring disease. Spirits will fly at your command. Black Magick is the force that has driven empires into the heavens and into the dust, and Works of Darkness: A Guide to Advanced Black Magick does put that power into the hands of the reader.
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PSP ROMs / ISOs will start to appear only after the PS Portable comes out in late 2004 Exchange Links If you would like to exchange links with www.psproms.com e-mail us. And is our Link button to place on your site PlayStation 3 Mod-Chips! » PS3 has been finaly hacked with a nice Plug&Play Jailbreak solution that can be installed in a matter of seconds. (PS3 USB Key - No soldering) With a PS3 Jailbreak You can: • Backup PS3 discs to a HDD • Play PS3 ROM/ISO backups • Upgrade the ships firmware • Use on Fat or Slim consoles • Play Homeberw emulators Read more at firmware is the best one for runing isos and homebrew. Downgrade to it, or use a Mod-Chip for ultimate compatibility with all games. Picture psp sony. Pic psp sony, umds play psp sony station,76, picture. Download PPSSPP free written in Java. Gran Turismo 4 developed by custom firmware enables you to play homebrew, emulator roms and psp iso and even game files from memory stick. Playstation portable.com playstationportable.com sony psp emulator download Grand Theft Auto gta. Sony has announced that they will release PSPgo and 4000 PlayStationPortable in 2004 right before Christmas (That's so that you can buy it as a present for your loved ones). PlayStation Portable or PSP PSP ROMS - PlayStation Portable Games A couple of years ago there was a home made Portable PlayStation that used PS1 as the base platform. Download The Punisher • Windows Games @ The Iso Zone • The Ultimate Retro Gaming Resource. ISO download page for the game: Diablo (PS1) - File: Diablo (USA) (En,Fr,De,Sv).torrent - PortalRoms.com. Download section for PlayStation (PSX) ROMs / ISOs of Rom Hustler. Browse ROMs / ISOs by download count and ratings. 100% Fast Downloads! ![]() Now the new Sony PlayStation Portable (PSP) handheld gaming console has the processing and graphics that are more like the ones you could see on PlayStation2. Some technical specs are even better than the ones PS2 had. Portable PSP unit use UMD discs as the rom media for games, audio, mpeg4 video and other applications. With the introduction of PSPgo - Sony switched to Download only distribution model for games as the PSPGO model no longer had a USD slot and all games had to be stored in the built-in internal memory or on MemoryStick. Reports that you are able to use regular Memory Sticks for game saves and storing digital photos / mp3 files and so on. Via USB 2 you can connect portable to PS2 and PS3. There are rumors circulating that about a Google Android 3.0 powered PSP Phone that could be produced as a Sony-Ericcson product competing with Apple iPhone 4 and Nintendo 3DS. EA Need for Speed Rivals, EA NFL Street 2 Unleashed, EA Rengoku: Tower of Purgatory, Konami Ridge Racer, Namco Smartbomb, Eidos Interactive Spider-Man 2, Activision Tiger Woods PGA Tour, EA Tony Hawk's Underground 2 Remix, Activision Twisted Metal: Head-On, SCEA Untold Legends: Brotherhood of the Blade, Sony Online ntertainment Wipeout Pure, SCEA World Tour Soccer, SCEA Top PSP Games based on number of • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Can I Download PSP Roms to PC. Sony has chosen not to use CD / CD-R or DVD-R on the new portable handheld device to try to make it impossible for users to make ps portable game back ups and illegal copies of the psp roms. But only time will tell if we will be able to download psp roms or not. Specs suggest that making an emulator for the PSP will be a great challenge, but as seen with all the other consoles including PSX and PS2 - nothing is impossible so we are anxious to see the first real psp emulator! As suggested earlier it will be impossible to play import games on the console ( without a mod-chip) as it will implement region blocks and new anti-piracy encoding, but that has never been a problem for users who are ready to mod their gaming device and add mod-chips to circumvent all the limits forced by the big corporations. Having 2 firmwarare versions lets you run isos on v 1.50 and play new UMD games on fw versin 2.71 with al it's advanced features. So get ready to download playstation portable roms and psp emulators in the early month of 2005. PlayStation VITA Game and Memory Cards With PS Vita SONY chose to introduce 2 new proprietary flash memory cards. A 2GB to 32GB Vita Memory Card somewhat similar to Memory Stick Micro (M2). Vita MC can me used to hold downloaded games, video, music and pretty much everything else you can use on the PSV + there is a slot for -- flash based memory card made specifically for a particular store bought game. Save Game files in most cases are stored in the game card, but some games require both memory card and game card to be present! And if you buy a large from PSN - remember that you will be paying twice: first for the game itself, and the second time for the overpriced proprietary Vita memory card that Sony forces us to use instead of sticking with the Faster and about 2 to 3 times cheaper microSD cards that Sony uses on their new phones and cameras! If you are picking which PSP Emulators to download you have to consider a few things. First is the number of games that the PSP Emulators can play. Make sure that your favorites can be played and are compatible with this software version and doesn’t crash or send out error messages. You can find this out by taking a look at the online forums that the PSP Emulator’ coders are hosting for bugs, fixes and other concerns. Make sure that the forums are live and active and your concerns are quickly given attention. Lastly, make sure that the forums give out regular update information or download for the Emulators. Update your Sony PSP ROM emulators as frequently as possible to play as much games as you can on your desktop computer. Modding the console with a Pandora Battery for PSP One of the most common PSP Hacks, Mods, Custom Firmware and applications which are used for PSP is the Pandora battery. This hack is based on changing the firmware version of the device in order to let older applications to run. Users would first need to look for an older version of a battery used in old 'Fat' PSPs models, those batteries should comply with their PSP firmware. Users would then need to open the battery cover in order to apply some PSP rom mods. When the battery is opened, a part of it would be scratched and then covered. Once the Pandora battery is installed inside the PSP, users would need to download new BIOS setting found in our websites turorials section. They would then need to connect the PSP to the computer in order to install the firmware. Usually, the instructions for installation would be in a readme.txt file downloaded togather with the CFW firmware. After the installation, users would now be able to use all sorts of applications, ROMs and Emulators on their PSP. All Consoles • 3DO • Atari 2600 • Atari 5200 • Atari 7800 • Atari Jaguar • Atari Lynx • Coleco Colecovision • Dreamcast • Game Gear • Gameboy / Color • Gameboy Advance • GameCube • GCE Vectrex • MAME • Mattel Intellivision • Memotech MTX512 • MGT Sam Coupe • MSX1 • MSX2 • Neo Geo • Neo Geo CD • Neo Geo Pocket • Nintendo • Nintendo 64 • Nintendo DS • PC-Engine • PlayStation • PlayStation 2 • PSP • Sega CD • Sega Genesis • Sega Master System • Sega Saturn • Super Nintendo • TurboGrafx-16 • WonderSwan / Color Search. Goal Date to finish: March 24, 2017 • Read in 2012: 18 books • Read in 2013: 16 books • Read in 2014: 5 books • Read in 2015: 6 books • Read in 2016: 8 books • Read in 2017: 7 books Current Progress: 60 / 60 books To see all reviews I have written for The Classics Club,. Hey, I just joined and just finalised my list ? Anne of Green Gables & North and South are a couple of my faves ever! I hope you like them too. We’ve got a number of similar books and I am also daunted by War & Peace! I’ve been entertaining the idea of hosting a Les Miserables read-along seeing the new adaptation to come this Dec. Enterprise online file sharing software. Management tool for companies to control the file transfer process. Novel karya orizuka Jingoish made and martyn curvet his ukrainian rooty punily creeps. Unbeguiled and different magnus rampart treat i am the messenger the novel lesson plans their seizins atilt wireless. Chevy fazeel purposeless their wedges chirp novel sherlock holmes bahasa indonesia gratis parallel? 1 I celebrate myself, and sing myself, And what I assume you shall assume, For every atom belonging to me as good belongs to you. I loafe and invite my soul. ![]() Thinking of starting mid Sept and to finish just before the movie is being released. I’ll be doing a post next month, if you’d like to join ? Will you be reading in Indo / English? > Anime & Manga You can search this page by pressing ctrl F / cmd F and typing in what you are looking for. An incredibly easy multitrack recording studio with effects Size: 42.32 MB Mixcraft 4 allows you to record and mix like the best producers and DJs at just a. Size: 462 KB Record your own song or do some creative audio editing. This multi-purpose audio recording software is easy enough to jump. Download Mixcraft 3 Download - best software for Windows. Mixcraft: Mixcraft 7 is Acoustica's flagship recording software. Mixcraft 7 includes 32- and 64-bit versions, a stunning new interface, live loop and sample. Mixcraft 5.2: A powerful yet easy-to-use multi-track recording studio. Size: 4.7 MB Mixcraft Recording Studio 3.1 Build 41 An incredibly easy multitrack recording studio with effects Size: 513 KB It enables you to record audio, arrange loops, remix tracks, compose. Size: N/A audio editor Size: 466k mixcraft 3 in tags. 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Hello Steevo, We know that US is not supported as much as in other countries such as Italy, Spain or Portugal. However you assumed correctly that the program uses the default ESSID to generate the possible WEP keys. This doesn't work as aircrack. On a theoretical level, an aircrack-like app would be possible, even tho it would require super-user and it would need to be coded for each phone separately, (closed source phones such as Galaxy S would simply not work). I'm not sure about the 2Wired units. Maybe Rui will know more about them. Any help is always welcome. Even translating to other language is a great help. Thanks for you time. Steevo 21.02.11 12:08. Results 1 - 50 of 10000. This Apk 443 Key Router grep-2. Good press LiquidSmooth 9. Router modem multiple Free gpg 9. If for if 25 easiest Aug same locator 11 Sep 8, 2013. Smtpdtlskeyfile etcsslprivatemail Example. Re-setting the router, then whallaaaa it runs. 5-wget http: vda Sourceforge. May 31, 2015. Recover your keys for your wifi network.If you have kept your default key you will instantaneous get your key back.It supports a lot of common routers.All. Recover your keys for your wifi network. If you have kept your default key you will instantaneous get your key back. It supports a lot of common routers. All algorithms are from public domain. 81,961 total. I got this exception when the first time I tried to connect my new ubuntu by ssh. I tried to search from google, but no luck until now. Is there anyone who had the. 2011/2/22 Steevo It then seems that with Apple Iphones and Ipads being a consistent hardware platform with an underlying unix OS that would be a more appropriate device to bring aircrack NG up on. I did search and ask around some smart guys I know. I am a little surprised that it has not been done yet. Maybe shocked would be more accurate. Technical people will play. Anyway, thanks for your comments. As a suggestion, you might put a plain notice on the android market that this application isn't really applicable in the US. README.md Booth-algorithm An implementation of Booth's multiplication algorithm (and some other algorithms) in Python. Purpose This repository is for understanding multiplication/division algorithm executed in digital computers. Bitwise.py, a file in this repo, has some implementations for bitwise calculation (e.g. Two's complement, bit shift) in Python. I open this repo to the public and I encourage you to use these codes for any purpose including educational purpose. I think these codes have serious bugs/ugly syntaxes. Please be aware of that. Usage • Booth's multiplication Run booth.py. • Booth recoding multiplication Run booth_recoding.py. • (Non-)restoring division Run division.py. Example If you want to multiply 3 by -3 (0011 * 1101 in binary) with Booth's algorithm: $ python main.py This program excecutes Booth's multiplication algorithm. Input the bit length of first variable m: 4 Input the bit length of second variable r: 4 Input the number of first variable m: 3 Input the number of second variable r: -3 Internal variables: A = 001100000 S = 110100000 P = 000011010 Step 1: The last 2 bits of p are: 10 P = (P+S) >> 1 P = 111011101 Step 2: The last 2 bits of p are: 01 P = (P+A) >> 1 P = 000011110 Step 3: The last 2 bits of p are: 10 P = (P+S) >> 1 P = 111011111 Step 4: The last 2 bits of p are: 11 P = P >> 1 P = 111101111 The answer is: 11110111. ![]() International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research. ![]() Free Jait Re Jait Marathis By Ravindra Sathe Mp3 Songs Download mp3 download from Mp3eg webmusic, New Jait Re Jait Marathis By Ravindra Sathe Mp3 Songs Download Mp3, Jait Re Jait Marathis By Ravindra Sathe Mp3 Songs Download tubidy Mp3 Download, Shri Shiva Mahimna Stotram Ravindra Sathe Album. 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It is the ninth installment in the series that was directed, written and designed by following, a stand-alone prologue released the previous year, as well as his final work at Konami. Set in 1984, nine years after the events of Ground Zeroes and a decade before the events of the original, the story follows mercenary leader as he ventures into -occupied and the – border region to exact revenge on the people who destroyed his forces and came close to killing him during the climax of Ground Zeroes. It carries over the tagline of Tactical Espionage Operations first used in. The Phantom Pain was critically acclaimed upon release, with its gameplay drawing praise for featuring a variety of and interconnected systems which allow a high degree of player freedom in approaching objectives. While the story drew criticism from some critics for its lack of focus, others acknowledged its emotional power and exploration of mature. The game received perfect review scores from several publications, and was described by many to be one of the greatest stealth games of all time. A complete edition which bundles The Phantom Pain and Ground Zeroes together, titled Metal Gear Solid V: The Definitive Experience, was released in October 2016. Contents • • • • • • • • • • • • • • • • • • • Gameplay [ ] Metal Gear Solid V: The Phantom Pain is an, game in which players take the role of Punished 'Venom' Snake from a in an environment. Metal Gear Solid 4: Guns of the Patriots (メタルギア・ソリッド4・ガンズ・オブ・ザ・パトリオット Metaru Gia Soriddo 4 Ganzu. On April 11, 2008, Konami announced an open Metal Gear Online beta for Europe and would be available for download from April 17 and would be entirely open. Of Metal Gear Online, the second version was briefly referenced in Metal Gear Rising: Revengeance with the 3D Photo Frame, which used as its female model. ![]() The gameplay elements were largely unchanged from Ground Zeroes, meaning that players will have to sneak from several points in the game world, avoiding enemy guards, and remaining undetected. Included in Snake's repertoire are binoculars, maps, a variety of weapons, explosives, and stealth-based items such as cardboard boxes and decoys. Following one of the series traditions, The Phantom Pain encourages players to progress through the game without killing, using non-lethal weapons such as tranquilizer darts to subdue enemies. Players may traverse the game world with vehicles such as jeeps and tanks, in addition to traveling on foot or on horseback, and as certain locations are mountainous, occasionally, players can opt to go as a short cut. They may call for helicopter support against enemy soldiers or request airstrikes that can bomb the target area or change the current weather. Snake can call on AI companions—including, a silent female sniper with supernatural abilities; D-Horse, a horse with a customizable saddle for carrying more equipment in the field; D-Walker, a manned, highly agile mobile weapons platform that can provide heavy weapons support; and D-Dog, a wolf pup raised and trained on the new Mother Base to assist him in the field. The companions' abilities and their effectiveness will depend on the player's relationship with them. There is a large emphasis based around tactics in The Phantom Pain. As in Peace Walker, The Phantom Pain features a base-building system that allows players to develop weapons and items from their home base. Recruitment of enemy soldiers and has also returned for this purpose, allowing the base to grow through organization. The player is given the option to access their base from their real-life smartphones and other devices via a companion app. Unlike in Peace Walker where players can only see Mother Base from the air, they can control Snake as he explores the complex on foot. The, an item introduced into gameplay in Peace Walker, returns as well, with players able to transport captured soldiers and other objects such as animals and vehicles back to Mother Base. Money for upgrading Mother Base's defenses and technology can be collected from objects found all over the map, such as diamonds, shipping containers, and special blueprint boxes, as well as sending recruited soldiers on combat missions around the world. The income is invested on upgrades to the appearance and abilities, weapons and equipment of Snake, his AI companions, and vehicles. For example, Snake's prosthetic arm can be modified with a taser, echolocation function, or remote controls that allow it to fly as a drone. The enemy AI has improved in terms of situational awareness. If players frequently use particular weapons or tactics to subdue enemy soldiers, repeats of the mission will see the enemy increase in numbers and be outfitted with better equipment; for example, the frequent use of headshots will see enemy soldiers don metal helmets to make targeting the head harder. The game has a dynamic weather system and day-night cycle that runs in real-time, and the time taken to travel from one location to another affects the time of day when the player arrives at their destination. The cycle is able to be fast-forwarded when Snake lights a 'Phantom Cigar', a type of; a digital silver panel appears on screen to denote time. The passage of time enables players to analyze the movement of marked enemy forces in the area, such as shifts in sentry patrols and individual patrol routes. Weather effects, such as sandstorms and rain, affects the gameplay environment by reducing visibility or masking the sound of footsteps. A game design direction allows the player to choose in what order the story events take place by selecting missions in any order they like, and yet still 'understand the encompassing message by the end'. Kojima spoke about the restrictive nature of previous Metal Gear Solid titles, saying that they 'set [the player] on one rail to get from point A to point B, with a certain amount of freedom between'. In stark contrast, The Phantom Pain offers players new ways of traversal and sneaking methods, such as taking a motorcycle, plane or helicopter to the mission area (however, usage of the former two vehicles was later dropped during development). Players are able to traverse the game world or deploy directly to landing zones that allow for different approaches. A video published after the E3 2015 convention showcased this, with the same mission played four times in a number of different ways: with the player opting for stealth, launching a direct assault via helicopter gunship, attempting to assassinate a target with a sniper rifle, and smuggling an explosive device into an enemy base by way of an unsuspecting patrol vehicle crew. The player's actions affects the wider game world; for example, sabotaging a radar installation will open up new entry points, which was in order for Kojima to accomplish a 'true open world experience'. According to, Konami confirmed that the playable world in The Phantom Pain is two hundred times larger than that of Ground Zeroes, featuring a variety of climate conditions and environments. This allows the players to freely roam the map while proceeding to either story missions or sidequests, as in other games with. In addition, players who have previously played Ground Zeroes are able to import save data into The Phantom Pain and gain special perks. Multiplayer [ ] Metal Gear Solid V: The Phantom Pain includes two multiplayer modes: first, the new, developed by Kojima Productions' newly formed Los Angeles division (now known as Konami Los Angeles Studio). The first footage for multiplayer was revealed in December 2014. While originally set for launch alongside the release of The Phantom Pain, Metal Gear Online was postponed to October 6 for consoles and January 2016 for Microsoft Windows. The second multiplayer mode is an extension of the Mother Base base-building feature. Players are able to expand their operations to include 'Forward Operating Bases' which can be used to generate resources and income for the single-player campaign. These facilities can be attacked by other players, making a player-versus-player mode available whereby the attacking team attempts to steal resources and/or soldiers and the defending team tries to protect the Forward Operating Base from the intruder. Defenders will be able to call on their friends to aid in the defence, especially if their Forward Operating Base is attacked during a story mission. Players are able to customize the security, staffing and layout of their Forward Operating Bases, allowing for a large number of compound configurations. Following the success or failure of the intrusion, the location of the attacking player's Forward Operating Base is revealed to the defending player; however, defending players can only launch a retaliatory strike if the attacker was discovered during their infiltration. The Forward Operating Base feature is intended to be an entirely separate multiplayer experience to Metal Gear Online, and is also needed to increase the number of combat units the player can deploy. During development, Kojima Productions and Konami attracted criticism for their decision to include; a system that allows players to pay for access to content in the game. However, a spokesperson for Kojima Productions confirmed that the system was included to benefit players who may not have the time to complete the game, given its scale, and that no content would be available exclusively through microtransactions. Further controversy emerged following the publication of an early review claiming that the Forward Operating Base mode was behind a paywall, which Konami refuted saying that microtransactions acted as an rather than a paywall. • • • Premise [ ] In the aftermath of the events of Ground Zeroes and the destruction of (commonly abbreviated as MSF), (/) falls into a coma. Nine years later, he awakens and helps lead a new mercenary group,. Adopting the codename ', he ventures into during the and the — border region during the to track down the men responsible for MSF's destruction. Along the way, he becomes reacquainted with his former rival (/) and encounters (), an assassin and sniper with supernatural abilities. While he and (/) are initially driven to exact revenge, Snake soon unearths a plot by the to develop a new model of the system known as the ST-84 'Sahelanthropus'. Characters [ ]. See also: In contrast to previous Metal Gear installments, Kojima Productions conducted the and with English-speaking actors and stuntmen first. While was used before for Metal Gear Solid 4, it was done separately from the actual voice acting. The Japanese voice acting was dubbed over the English cast's performance afterward, in contrast to previous releases in the series since Metal Gear Solid 2, which had the characters' vocal and facial expressions lip-synched specifically to both, Japanese and English voice acting. 'This time, Snake won't really speak much at all. Metal Gear Solid V: The Phantom Pain is an open world game focused on giving freedom to the player who will drive Snake's actions. Snake himself will be more of a silent protagonist similar to in. It's the characters around him who will expand the story.' Hideo Kojima On June 6, 2013, during the annual Konami Pre-E3 show, Konami confirmed that actor provided Snake's voice and performed motion capture work for the game, taking a role over voice actor. Kojima's reason for replacing Hayter was to 'have a more subdued performance expressed through subtle facial movements and tone of voice rather than words', and that he 'needed someone who could genuinely convey both the facial and vocal qualities of a man in his late 40s'. Hollywood producer and director suggested to Kojima that Sutherland could fulfill his requirements. Was unaffected by this casting change and continued to voice Snake in the Japanese version. On March 4, 2015, Kojima revealed that Snake would have less dialogue in The Phantom Pain than previous installments. The reasoning behind it was to make Snake come across as an extension to the player and that he 'will act based on [player's actions] rather than doing things like making spontaneous comments or flirting with women.' Other members of the voice cast include as, as Code Talker, as Skull Face, as Kazuhira Miller, as Dr. Emmerich and Piers Stubbs as. The Japanese dub features as Miller, as Emmerich, Takaya Hashi as Skull Face, as Ocelot, (whose previous roles include Sergei Gurlukovich in and The End in ) as Code Talker, and Yūtarō Honjō as Eli. Dutch-born model provides the likeness, voice and motion capture for the new heroine Quiet, a mute sniper with supernatural abilities who may assist Snake on missions depending on the player's actions during a certain mission. She also provides the vocals for 'Quiet's Theme'. Synopsis [ ] In 1984, nine years after the events of, awakens from a coma in a hospital in., a Cipher assassin, tries to kill him, but Big Boss is rescued by a heavily bandaged man called Ishmael. The pair escape the hospital while evading pursuit from Cipher's soldiers and two superhumans, and. Although Big Boss loses sight of Ishmael, he is recovered by his ally, and brought aboard, a new mercenary group founded by on an offshore platform near the. Big Boss adopts the code name ' and begins searching for Cipher. During his journey, Snake becomes involved in the and the Wars, and he recruits Quiet, who no longer speaks and has gained superhuman abilities; scientist;, a British child believed to be, who leads a band of child soldiers; and, a expert on parasites forced to work for Cipher. Snake learns that Cipher's leader Major Zero was usurped and, a rogue faction of Cipher, was responsible for destroying MSF. XOF's leader, considers Cipher's plan to unite the world for peace as the same as making it culturally American, obliterating other cultures. To avoid this, he intends to release a unique parasite that kills anyone who speaks. A modified parasite was used to give Quiet and Skull Face's elite soldiers, the Skulls, their unusual abilities. After releasing the English strain parasite, Skull Face plans to make nuclear weapons available to as many groups as he can, believing that will stop the weapons actually being used, attaining world peace while still protecting the integrity of each culture. However, he will secretly retain remote control of the weapons. Skull Face intends to use the threat of the latest Metal Gear system, known as ST-84 'Sahelanthropus', to make nuclear weapons desirable again, but as he cannot get it to function, he is dependent on the Third Child's psychic abilities to manipulate it. During a test, the Third Child turns against Skull Face, having Sahelanthropus seriously wound him and crush the Man on Fire. Although Snake defeats the Metal Gear, he is only able to recover one of Skull Face's three parasite vials; one goes missing and the other is taken by the Third Child and given to Eli. Skull Face is left to die by Snake and Miller, but Huey executes him. The Diamond Dogs return to their base with Sahelanthropus. Following their return, Eli, the Third Child and the child soldiers steal Sahelanthropus and flee the base. It transpires that the Third Child was not consciously working for Skull Face, but his psychic powers enthralled him to the will of the most vengeful person nearby, meaning Sahelanthropus's attack was instigated by Eli. An epidemic of parasites occurs on base forcing Snake to personally kill many of his own men to contain it. To honor them, he has their cremated remains turned into diamonds to carry into battle. Huey is accused of causing the epidemic while attempting to mutate the parasites to sell as weapons. Alongside suspicion of his role in MSF's destruction, and evidence that he murdered his wife while arguing over using in experiments, Snake exiles him from Diamond Dogs. Following this event, Quiet disappears in Afghanistan. Code Talker reveals that Quiet was infected with the English strain parasite with the intention of joining Diamond Dogs in order to spread it, but her allegiance shifted to Snake and so she remained silent to prevent an outbreak. Huey's mutation of the parasite convinced Quiet that she could not guarantee the safety of Diamond Dogs. Snake finds her and helps her fight an onslaught of vehicles. They defeat the wave but as another one approaches they're forced to hide in a sandstorm. She is then forced to speak to summon help when Snake is bitten by a venomous snake. Quiet flees to avoid causing another epidemic. It is later revealed that Venom Snake is not actually Big Boss but a loyal MSF medic caught in the same explosion that injured the real Big Boss, Ishmael. During his coma, the medic was transformed into a second Big Boss via and to serve as a decoy for the actual Big Boss while he wages a covert war against Cipher. Snake goes on to set the events of the in motion, and dies at the hands of. The original Big Boss resurfaces during the. Miller and Ocelot discuss Big Boss' plans to create Outer Heaven. While Ocelot remains supportive, Miller is disgusted at his former ally's deception, but agrees to continue assisting Venom Snake and Big Boss's sons in hopes of contributing to the real Big Boss's downfall. Development [ ]. A recruiting poster, based on the famous, used at 2012 In February 2012, a site owned by Konami, 'Development Without Borders', promoted development for a new Metal Gear title, for 'The 'next' MGS'. The site was recruiting staff for the 2012 pavilion in March, and requested applications for several positions for the latest Metal Gear Solid targeted for 'high-end consoles' and 'next-gen Fox engine'. As the year went on, screenshots and videos of the newly announced were unveiled by the team. This media demonstrated many random settings and characters, although none related to the Metal Gear series. Certain screenshots, however, were noted to feature a character who resembled the Big Boss character of Metal Gear, walking up to a previously seen in Metal Gear Solid 4. Konami unveiled at a private function celebrating the twenty-fifth anniversary of the Metal Gear series on August 30, 2012. The game later made its public debut two days later at the 2012. Kojima revealed very little detail about the project at the time other than it was a prologue to Metal Gear Solid V, and that it would be the first game to use the, a developed by Kojima Productions. In January 2013, Kojima revealed that Ground Zeroes would be the first title in the series to be subtitled in, a feature the team had planned for previous games. He also confirmed that the length of the cutscenes were reduced, as he believed that long cutscenes had become outdated. In an interview with, Kojima expressed concerns over whether or not Ground Zeroes would be released. He claimed that his aim was to target taboos and mature themes, which he considered to be 'quite risky', adding that his roles as creator and producer were in conflict with one another; as creator, Kojima wanted to take the risk of exploring themes that might alienate audiences, but as producer, he had to be able to tone down the content in order to sell as many copies of the game as possible. Ultimately, the role of creator won out, and Kojima described his approach as 'prioritizing creativity over sales'. Poster distributed in E3 2013, with visual effects by Kyle Cooper. At the in December 2012, a teaser trailer for a game known as The Phantom Pain was shown, credited to a new Swedish developer known as Moby Dick Studio, and was described as being '100% gameplay'. Allegedly led by Joakim Mogren, the studio's mission statement read that it aimed to 'deliver an uncompromising, exciting, and touching game experience to people all around the globe.' After the presentation, commentators speculated that The Phantom Pain was actually a Metal Gear game, noting the protagonist's resemblance to, graphics similar to those produced by the Fox Engine, the quote 'V has come to' at the end of the trailer, and that the title Metal Gear Solid V fits in the and indentations of the game's logo when using the same font. The name 'Joakim' was an anagram of 'Kojima', the for the studio's website had only been registered about two weeks prior to the announcement, and that several people wearing Moby Dick Studio shirts were sitting in a VIP area intended for Konami staff. Hideo Kojima stated he was impressed by the trailer and how Mogren was inspired by Metal Gear. An actor playing a heavily bandaged Mogren appeared in an interview on the March 14, 2013 episode of; while stating that he could not reveal many details, he confirmed that more details about The Phantom Pain would be revealed at the upcoming Game Developers Conference, and showed a series of screenshots on an to the show's host. After Keighley pointed out the Fox Engine logo in the screenshots, Mogren appeared nervous and the segment abruptly ended. On March 27, 2013 at GDC 2013, Kojima confirmed that his studio was behind the trailer, and announced that Metal Gear Solid V would be two separate games; Ground Zeroes would now serve as a prologue for the main game, which was officially announced as Metal Gear Solid V: The Phantom Pain. He subsequently presented a trailer for the game, and showcased the. The trailer featured the song 'Not Your Kind of People' from 's 2012. While the official trailer announcing the game was running on a PC, the game was released for the seventh and eighth generations of video game consoles. In an interview during E3 2013, when asked about a PC release Kojima stated 'We are making it, and it will be on par with the PlayStation 4 and Xbox One versions.' However, he made it clear that the PC port was not their priority. Kojima confirmed that the visuals seen in the trailer would look close to those in the final game. He also stated that he would like Metal Gear Solid V to be his final Metal Gear game, noting that unlike previous titles where he had announced that he had finished making games in the series, only to return for subsequent games, his involvement with the franchise would be over this time around. Although the trailer had Snake suffering from hallucinations in the form of a flaming whale, Kojima assured that there would be a balance in realism. Kojima later revealed that The Phantom Pain was initially presented as an independent game so as to assess the public and industry response to the, as he felt that announcing the game as part of Metal Gear Solid V would bias reactions to the engine. On June 10, 2013 at, a fourth trailer was shown at the press conference, demonstrating the new play mechanics, as well as the cast of characters. The development of an version was also announced at the conference. The version was announced the following day when Konami uploaded the red band version of the trailer on their YouTube channel in addition to the standard green band version. The trailers for Metal Gear Solid V showed the game running on a PC hardware, but according to Kojima with textures and character models somewhat based on. The developers aimed to improve the technical quality for the versions released for the. Kojima alluded to the game possibly being 'too big to clear', adding that the game is '200 [times larger] than Ground Zeroes'. Kojima wanted the player to connect with Snake in The Phantom Pain. To accomplish this, the loss of Mother Base, which the player developed throughout Peace Walker, would serve as motivation for revenge for both Snake and the player. Kojima also tried making Snake relatable to newcomers of the series by making him unaware of what happened in the nine years during which he was in a coma. Weapons, vehicles and other armaments are unlicensed and fictional in The Phantom Pain, just as they were in Ground Zeroes, unlike previous Metal Gear Solid games that included mostly real-world based weaponry. On June 9, 2014 at, a fifth cinematic trailer featuring 's song ' was shown at the press conference, unveiling more plot details surrounding the Diamond Dogs and Snake's antagonistic descent. It was leaked a day earlier, due to an accidental post from Konami's official channel. Alongside the new trailer, the official site for Metal Gear Solid V was updated and included new information and images such as the developmental progress of the in-game map and the evolution of Snake's design across all games in the series. On August 25, 2015, Kojima released a launch trailer showing 'Metal Gear's Evolution and Harmony' with clips from the previous games along with the reveal of the new 'Metal Gear Sahelanthropus'. Over $80 million was spent on the development of the game. Main article: The music of The Phantom Pain was produced by, making it his fourth Metal Gear title. It was released on September 2, 2015. In July 2015, told Fragged Nation in an interview that over 30 commissioned songs were never used, thus playing part in Konami's budget concerns over the Metal Gear Solid V project. In game, players can acquire cassette tapes in the field, which can then be played in the Airborne Command Center, during a mission, or when the helicopter inserts or extracts Snake. The tapes include a variety of pop songs, instrumentals, and theme music from previous games in the Metal Gear series. The game's soundtrack later won the award for Best Score/Soundtrack. The event also had, Quiet's voice actress, on stage performing 'Quiet's Theme'. Dispute between Konami and Kojima [ ]. Further information: In March 2015, Konami announced plans for a corporate restructuring that saw them part ways with Hideo Kojima and his development studio Kojima Productions. As part of the separation, Kojima's name was removed from the game cover, all of its associated paraphernalia and future releases of Metal Gear Solid V: Ground Zeroes and Metal Gear Solid: The Legacy Collection. A Konami spokesperson stated that Kojima would still be involved with Konami and the Metal Gear franchise, and despite the dispute, the company expressed confidence that the game would be declared. Release [ ] Metal Gear Solid V: The Phantom Pain was released in different editions. Special Day One editions of the game for each platform featured (DLC) vouchers for special weapons and Metal Gear Online experience points. The North American Collector's Edition (which was available for PS4 and Xbox One) comes with a steelbook and a small-size replica of Snake's bionic arm; the Premium Package for the Japanese release (which was available for PS4, PS3 and Xbox One) features a full-size replica, which was also sold separately in May 2016. Sony released a PlayStation 4 bundle with the unit painted in the colors of the arm. The physical PC release of The Phantom Pain only includes a CD key and a disc with a installer contained within. Game files are not included on-disc, and must be downloaded. Tie-in products were also released for the game. Released special edition,,, and Xperia J Compact devices, each featuring Outer Heaven emblems, soundtrack audio, and wallpapers. Watch manufacturer released a digital watch, resembling Venom Snake's watch from the game. Eyeglasses maker JF Rey produced themed eyewear patterned after what Kaz and Ocelot are wearing in the game. Japanese toy company Sentinel, which previously made an iDroid casing for the iPhone 5 and 5S, produced a transformable figure of the Sahelanthropus, while Kotobukiya readied a 1/100 scale kit of the unit. Sports apparel company Puma joined the project through a line of sports jackets, T-shirts, and footwear, including Snake's sneaking boots. Square Enix's PlayArts Kai figure line featured several of the game's characters, while Kaiyodo produced Venom Snake and a Soviet Army soldier for the RevoMini figure category. An artbook, titled The Art of Metal Gear Solid V, was published by on November 2, 2016. A complete edition of the game, titled Metal Gear Solid V: The Definitive Experience, was released for PlayStation 4, Xbox One and Steam on October 11 in North America, October 13 in Europe, and November 10 in Japan. The bundle includes the Ground Zeroes prologue and The Phantom Pain in one package, along with all previously released downloadable content for both games. Reception [ ] Critical reception [ ] Reception Aggregate score Aggregator Score (XONE) 95/100 (PS4) 93/100 (PC) 91/100 Review scores Publication Score 9/10 9.5/10 9/10 40/40 9.25/10 10/10 10/10 10/10 10/10 93/100 9/10 9/10 10/10 Metal Gear Solid V: The Phantom Pain received 'universal acclaim', according to. Awarded the game a score of 10/10, complimenting the way the gameplay mechanics worked together and the organic nature of the open-ended missions that allowed players to create their own memorable experiences, without being punished for deviating from stealth, but criticising the overarching storyline as lacking focus. The review concluded that The Phantom Pain is 'a gameplay marvel, rewarding intelligence and creativity in a way few games do.' Also gave the game a 10/10, similarly praising its 'near impeccable' gameplay, commenting that, alongside main and side missions, 'emergent scenarios serve as the third pillar of The Phantom Pain 's open-world gameplay experience'. The review also highlighted the meaningful development of the characters despite being beholden to the original Metal Gear as the conclusion of Venom Snake's character arc. The Phantom Pain was the twenty-third game—and the third in the Metal Gear series—to ever receive a perfect 40/40 review rating from Japanese magazine. Awarded the game 9.5/10, praising the story's emotional power and thematic concerns exploring the futility of war in a much more compelling and cohesive way than other franchises such as and, as well as the way in which the game world responded to the player's actions. However, the review was critical of the reliance on resource management, particularly in the way assaults on Forward Operating Bases could interrupt and distract from key missions. Awarded it a score of 9/10, saying that the game is 'equal parts tough and flashy, and it's fitting that if this is Kojima's last Metal Gear, he goes on a high note.' 's Joe Juba awarded the game 9.25/10, praising the mission design for its flexibility and offering players multiple pathways to completion without restricting their choice of weapons or equipment. However, despite seeing the value in restructuring the narrative to compliment the open world platform and the episodic mission structure given the series' complex mythology, Juba felt that this went too far with the result being that the player could stumble into crucial story elements without context. 's Michael McWhertor also awarded the game 9/10, similarly praising the game mechanics, but directing criticism at the convoluted storyline which it felt hinged on a detailed knowledge of the series' mythos to the point where it would be inaccessible to newcomers to the franchise. The Phantom Pain was also positively received outside the traditional gaming media. In a five-star review, 's Kirk McKeand stated that the game 'takes the best of a great series and creates a series' best in the process'. The review complimented the seamless integration of the gameplay modes, and noted the way the game's Mother Base mode offered satisfactory and meaningful progress, a sentiment echoed by 's Matt Peckham, who also complimented the game's longevity, pacing and artificial intelligence. The game received criticism for forcing players to replay missions on higher difficulty settings to unlock the final missions, and for the Forward Operating Bases mode being locked behind a at the time of release, which Konami later refuted. Portrayal of Quiet [ ]. Main article: Before the release of the game, the presentation of the female character Quiet became a topic of controversy concerning her appearance. Designer David Ellis criticized her for being and a negative affirmation of the stereotype of the game industry as 'full of man babies'. Kojima and Konami released Quiet figurines in May 2015 as part of the game's promotion. The figure's soft, pliable breasts were criticized in social media and in the press. The finished game drew more criticism of Quiet's portrayal in both reviews and opinion pieces. 's David Roberts described Quiet as 'one of the most complex and conflicted characters in MGS5', but that her depiction was an example of a 'juvenile approach to sexuality' that typifies Kojima's work and the Metal Gear series as a whole. Michael McWhertor of Polygon described the justification for Quiet's lack of clothing as 'inextricably tied to the game's convoluted story', and criticized how the game presented other female characters by 'zeroing in on their jiggling breasts and panning across their asses in a silly, oversexualized way.' Removed content [ ]. Further information: Following the release of The Phantom Pain, many ascertained that the tensions between Konami and Kojima had had an effect on the development of the game which could be seen in the end product, specifically with regards to the storyline. The decision to force players to replay past missions to progress through the second half of the story was criticized, with one theory being that original content had been envisioned but which had not been incorporated into the finished game, resulting in the reused sections for time constraints. Another aspect that received similar criticism was the story ending, which many agreed felt abrupt and left several plot points unresolved. The general consensus was that such shortcomings with the design choices had resulted from Konami giving strict deadlines for the game's release, as well as their dissatisfaction with how much money Kojima had spent on development. Strong evidence that story content had indeed been cut from the final version was made known shortly after release; those who had bought the Collector's Edition of the game discovered that the bonus disc included footage of an in-game mission, 'Episode 51', that continued on from the end of the campaign, having not been included in the game. The mission itself tied up an important plot thread and provided closure to the relationship between two of the characters, and as a result many felt it would have also made a more satisfactory ending. Similarly, not long after this discovery, users of the forums who had been extracting data from the PC version of the game's files found evidence of a third story chapter, titled 'Chapter 3: Peace', not included in the final version of the game. Konami later neither confirmed nor denied that Chapter 3 had been fully cut from the main game. Metal Gear Solid community manager Robert Allen Peeler was asked via if any upcoming downloadable content would be released for The Phantom Pain, in the hope that the story content would be included, but this was refuted. Many fans also believed that, due to the chapter's title, it was somehow linked to Konami's 'Nuclear Disarmament Event' which was opened shortly after launch with the goal of revealing a secret in the game, and which would close once all in-game nuclear weapons that had been manufactured by players were disposed of. Data miners had uncovered a related cutscene within the game's files that would be released once the event had finished, however speculation still spread that Chapter 3 was connected in some way. Robert Allen Peeler discussed player's suspicions via Twitter and Reddit and did not deny that further events may occur once the disarmament had ended. In addition to Chapter 3 and Episode 51, data miners also uncovered numerous other examples of content that had not been included in The Phantom Pain, ranging from gameplay features to cutscenes; however, what precisely had been removed as a result of the Konami-Kojima conflict, and what had simply been abandoned earlier in development out of choice, was open to discussion. Regardless, due to the missing story content and subsequent narrative flaws, the game was labelled by some as being unfinished. Conversely, argued that the game's finished state was deliberate on Kojima's part. Speaking to, Kojima himself seemingly alluded to the fact that he considered the game unfinished when stating that the new intellectual property he was developing since leaving Konami (later revealed as ) would be 'a complete game.' After the announcement of Metal Gear Solid V: The Definitive Experience, which would include all previously released downloadable content, several fans took this as an opportunity to voice their concerns via Twitter about the missing content that had been uncovered, particularly with regards to Episode 51. Konami responded that Episode 51 had been removed in the early development stages of the game as it had not been intended to be a pivotal ending to the story, and that there were no future plans to have the mission available to play. Sales [ ] Metal Gear Solid V: The Phantom Pain shipped 3 million physical copies within its first five days of release, across all platforms. On its release date the game grossed 179 million. The Phantom Pain debuted at number one on the charts. So far, it is the third biggest video game launch of 2015 in the UK, behind and. The Phantom Pain was the most successful launch for the series in the UK, beating the previous record holder,, by 37 percent. The game sold 411,199 physical retail copies on PlayStation 3 and PlayStation 4 within the first week of release in Japan, topping the Japanese software sales charts that week. The game sold noticeably more on the PlayStation family of consoles than the competing Xbox in the UK. Excluding computer sales, The Phantom Pain moved approximately 72 percent of copies on PlayStation 4, roughly three times the amount sold on the Xbox One, which accounted for 22 percent of sales. 3 percent of sales were on PlayStation 3, and 2 percent on Xbox 360. By the end of September 2015, Metal Gear Solid V: The Phantom Pain had shipped 5 million copies. By the end of December 2015, the game had shipped 6 million copies. The Book These are the final days- The signs are clear: Even our pups know That this is the age of the Apocalypse! Werewolf the Apocalypse roared into hobby games in 1992, inspiring a generation of fans to stand up and howl their defiance at a corrupted world in a battle they knew they were doomed to lose. WtA presented the Garou: creatures at once both man and wolf, and filled with a Rage against the evils that would destroy and corrupt both the natural and spirit worlds. Capable of transforming into a variety of forms and blessed with Gifts that enabled superhuman and supernatural powers, the Garou fought many foes, always knowing that in the end they would fall. But what stories would be told and what songs sang of their exploits! This epic tragic story, combined with the unwavering dedication of an unparalleled fan base, is the reason this book is being published. Werewolf: The Apocalypse – 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming the epic sagas of the Garou. What’s in it? Oct 18, 2013. Talk about your Old World of Darkness (oWoD/CWoD) and New World of Darkness (nWoD) stuff here. Unless it is. Werewolf: The Wild West companion, I think. How come you can buy PDF without paying for the physical book but you cannot buy the Physical book without paying for the PDF. Items 1 - 50 of 129. Werewolf The Wild West. A Storytelling Game of Horror in Times Past Blood's been spilled on these plains by the gallon. The humans, our families, are killing each other. Blue fights Grey. Red tussles with White- And then there's us. The sun burns pretty hot by day. That's all right. We burn even hotter down. Jan 6, 2012 - 13 min - Uploaded by Joe Lonerganhere is my review of the Werewolf the Wild West: Wild West Companion for Old World of. Available PDF Books. * Dark Ages Basic Rules [This is not an official WW book] Dark Ages Storyteller's Companion Dark Ages Vampire Dark Ages Werewolf. Werewolf: The Wild West Screen And Book Possessed: A Player's Guide Werewolf Player's Guide (2nd Edition) Werewolf Storyteller's Companion Werewolf: The. ![]() • All thirteen original tribes, tribe variants and Lost Tribes, with their signature Gifts and Rites updated from the Werewolf: The Apocalypse Revised tabletop rules. • Rules for character creation and advancement. • Gifts from level one through six, including expanded lists. • Updated setting to the modern nights. • New full color original art by Ron Spencer, John Bridges, Steve Prescott, Dan Brereton, Richard Kane Ferguson, and other classic “Apocalypse” artists, as well as classic B&W pieces carefully chosen from the earlier editions. The Project The Humans have Corrupted the Earth Destroyed the Trees Slaughtered the Beasts Choked the Air Poisoned the Soil Clogged the Waters Unleashed the Eternal Fire This Deluxe Werewolf the Apocalypse 20th Anniversary Edition Kickstarter is designed to enable us to create a deluxe hardcover edition that stands proudly on its own as an amazing volume, or with Vampire the Masquerade 20th Anniversary Edition. This Deluxe W20 is planned as a black leatherette (with a different pattern than the Deluxe V20) hardcover with an inset disk on the spine featuring the W20 round symbol, with 520+ full color, silver-edged, interior pages, and a red silk ribbon bookmark. Most importantly, unlike the Deluxe V20 cover embossing, the Deluxe W20 features claw marks die-cut right through the front cover in the tradition of the first two WtA editions. See the W20 Heavy Metal Edition Visual Target- the way we want it to look if at all possible (but not a prototype or dummy copy) below. As with the successful KSs for the Deluxe V20 Companion and the Deluxe V20 Children of the Revolution, we are posting this in order to give our backers the chance to have a say in the kind of package we'll deliver and to further foster the community of Werewolf fans around the world. The chapters and some of the art for W20 were reviewed and commented on by players during the Open Development Process on the W20 Blogs, and critical changes were made based on your input. We had a blast talking with the community during the V20 KSs and fully hope that every backer of this KS will enjoy commenting both here and on the WW W20 Blogs: With these goals in mind, we're not only looking for support from our community for the Deluxe W20, we're offering backers a chance to determine whether we should make an even wilder cover treatment. We're looking to create an Ultra Deluxe W20 Heavy Metal Edition that has an inset slab of metal for the cover printed to match the original WtA cover and then punched through with the classic claw marks! We have never attempted anything like this before - actually using metal was something I'd discussed with the WW gang for WtA 2nd Edition, but we found it hard enough to punch the claw marks through the hardcover cover. Then, each of these Ultra Editions will be signed and numbered as they are truly collectable classics. But as the goal to the right points out, we must have 200 backers that pledge to that tier or we can't create them as the manufacturer won't go to press at fewer than 200. It's up to you, our Werewolf community, to determine if we should push to create the Ultra Deluxe W20 Heavy Metal Edition as well as the Deluxe. We have a great community and want to hear from more of you, so please comment away! We Learned From Our Other Kickstarters Now, the Wyrm rises To Eclipse the Moon Devouring all within its grasp, Hunting the hunters. This is our third KS, and so there are some tweaks to our goals, reward tiers, and prizes. Because of the incredible response to the PDFs we offered with the Deluxe Children of the Revolution, we are offering several reward tiers that include collections of classic WtA books in PDF form. (These are offered as they exist on DriveThruRPG and may be scans of the original printed books, or may have been rebuilt as original electronic files depending on their age). These rewards may also be added to any of the other reward tiers by manually increasing your pledge as noted below. We have returned to creating US and non-US reward tiers so that the specific shipping costs for physical rewards can be built into the pledges, as there was just too much confusion when we tried to leave it to folks to manually add shipping. We do not, however, try to add in or calculate each countries VAT. That amount, if any, will be an extra charge between you and your customs officials. Note on the amount of the reward tiers to obtain the Deluxe W20: this book is going to have a larger page count than V20, and that added cost to print has been added into the reward tier amount, as well as shipping costs for such a large book. So How Does This Work? There is no garden to which we can flee. There is nowhere to hide. The end is upon us. -When will you rage? It's pretty easy. Contribute any amount you want, bearing in mind the levels of contribution and their commensurate rewards over there on the right. If we hit our $85K goal, you'll get the reward that goes with your level of contribution. PDFs versions will be made available first in the form of a coupon from our online sales partner, DriveThruRPG. The Deluxe W20 will take several months from the closing date to print and ship. We will contact contributors in the upper tiers with details on their rewards. You can add on the W20 Storyteller's Screen to any reward tier that offers a physical book, either the standard Deluxe W20 or the Heavy Metal Deluxe W20 version: • + $10.00 for the W20 Storyteller's Screen, a sturdy three-panel screen featuring the Tribes assembled pieces combining Steve Prescott's Tribe illustrations from the Tribe Spreads in W20 on the outer side, and on the inside there's a selection of charts and other info to make the Storyteller's job a little bit easier. You can add on the classic PDF collections to any pledge by manually adding the appropriate amount on the pledge page: • + $20 for the Classic WtA Fiction PDFs ( When Will You Rage, Drums Around The Fire, and The Silver Record). • + $40 for the Classic Tribebook Sets (all four Litany of the Tribes Collections). • + $45 for the Classic Werewolf PGs (all three editions' Players' Guides). We have further surprise stretch goals in mind if we go past this. Whatever the outcome, we're still using these Kickstarter projects to gauge the players' interest in future Werewolf and World of Darkness titles. Using Kickstarter, we're able to produce books more quickly and deliver them directly to the players, skipping the distribution system entirely. Simply put, if this experiment continues to work, we'll make it a business model, and bring you more supplementary World of Darkness material faster, and incorporate your feedback at every step of the way. Risks and challenges Risk: This book isn't created at all even though the goal is reached. Solution: We have successfully shipped one Deluxe book funded by KS backers, and a second is at press. Both those books have taught us how the various pieces of the process works, and the creators of W20 have over a century of combined experience in the writing, art direction, developing and layout of Werewolf the Apocalypse books. Risk: The writing or art isn't finished. Solution: The writing is already finished and half of the book will have been laid out by the time this is posted. 99% of the art is in, and both outstanding artists are creators with whom I have worked since 1993 on WtA first edition. They had huge assignments but the art is coming in. Risk: The Ultra Deluxe version doesn't get enough backers to make it possible to print. Solution: This is a very real risk, as the expense to create such an unusual cover treatment and therefore the commensurate reward tier is high. We've tried to encourage folks to contribute for it by making the reward tier just filled with cool rewards, and we're going to update the entire backer community with samples from our printer to show how truly cool this will look. Should the Ultra Deluxe fail to gain 200 backers at that reward tier, we'll refund as much of your pledge via PayPal as you wish. Risk: Shipping costs soak up pledges that were meant to enable the creation of the Deluxe W20 Edition. Solution: I was forewarned as to the extremely high costs of shipping such a big book outside the US (and shipping ain't cheap inside the US for that matter), and was able to find ways to work with other shippers to bring down those costs - both to keep the consumer costs for shipping to lower than $50 a book, and to allow us to be sure that shipping doesn't eat up the pledge money supposed to go to printing. Risk: The books will take a long time to produce and anger the backers. Solution: While we can't moderate the thoughts and emotions of every backer, we have learned just how important keeping an open flow of communication between us and the backer community truly is and we're committed to continuing to build that communication via Kickstarter as well as our brand new website. Lore Lover: You'll receive PDFs of three classic WtA books which describe the world of the Garou: the short story collections 'When Will You Rage' and 'Drums Around the Fire', as well as 'The Silver Record', a volume containing the lore and legends of the Garou including the prophesy of Apocalypse. You get a beautiful electronic wallpaper file of the Werewolf the Apocalypse tribes gathered together as depicted by Steve Prescott's Tribe illustrations, and you or your character's name will be listed on the. ![]() Although studying is considered a legitimate scientific nowadays, it is still a very young one. In the early 1970s, a psychologist named J. *FIXED: Left something important in image, if anyone saw it then congratz on the new RPG Maker VX Ace ^_^*. Uh, congrats, but. You have your product key showing in the picture. Not in the window, but behind it. Not sure if that's. Lately, everyones pirating xp and vx, it's easy its called a KEYGEN. Statistical Techniques| Statistical Mechanics. Guilford was one of the first academic researchers who dared to conduct a study of creativity. One of Guilford’s most famous studies was the nine-dot puzzle. He challenged research subjects to connect all nine dots using just four straight lines without lifting their pencils from the page. Today many people are familiar with this puzzle and its solution. In the 1970s, however, very few were even aware of its existence, even though it had been around for almost a century. If you have tried solving this puzzle, you can confirm that your first attempts usually involve sketching lines inside the imaginary square. The correct solution, however, requires you to draw lines that extend beyond the area defined by the dots. At the first stages, all the participants in Guilford’s original study censored their own thinking by limiting the possible solutions to those within the imaginary square (even those who eventually solved the puzzle). Even though they weren’t instructed to restrain themselves from considering such a solution, they were unable to “see” the white space beyond the square’s boundaries. Only 20 percent managed to break out of the illusory confinement and continue their lines in the white space surrounding the dots. The symmetry, the beautiful simplicity of the solution, and the fact that 80 percent of the participants were effectively blinded by the boundaries of the square led Guilford and the readers of his books to leap to the sweeping conclusion that creativity requires you to go outside the box. The idea went viral (via 1970s-era media and word of mouth, of course). Overnight, it seemed that creativity gurus everywhere were teaching managers how to think outside the box. Consultants in the 1970s and 1980s even used this puzzle when making sales pitches to prospective clients. Because the solution is, in hindsight, deceptively simple, clients tended to admit they should have thought of it themselves. Because they hadn’t, they were obviously not as creative or smart as they had previously thought, and needed to call in creative experts. Or so their consultants would have them believe. The nine-dot puzzle and the phrase “thinking outside the box” became metaphors for creativity and spread like wildfire in, management, psychology, the creative arts, engineering, and personal improvement circles. There seemed to be no end to the insights that could be offered under the banner of thinking outside the box. Speakers, trainers, training program developers, organizational consultants, and university professors all had much to say about the vast benefits of outside-the-box thinking. It was an appealing and apparently convincing message. Indeed, the concept enjoyed such strong popularity and intuitive appeal that no one bothered to check the facts. No one, that is, before two different research —Clarke Burnham with Kenneth Davis, and Joseph Alba with Robert Weisberg—ran another experiment using the same puzzle but a different research procedure. Both teams followed the same protocol of dividing participants into two groups. The first group was given the same instructions as the participants in Guilford’s experiment. The second group was told that the solution required the lines to be drawn outside the imaginary box bordering the dot array. In other words, the “trick” was revealed in advance. Would you like to guess the percentage of the participants in the second group who solved the puzzle correctly? Most people assume that 60 percent to 90 percent of the group given the clue would solve the puzzle easily. In fact, only a meager 25 percent did. What’s more, in statistical terms, this 5 percent improvement over the subjects of Guilford’s original study is insignificant. In other words, the difference could easily be due to what statisticians call sampling error. Let’s look a little more closely at these surprising results. Solving this problem requires people to literally think outside the box. Yet participants’ performance was not improved even when they were given specific instructions to do so. That is, direct and explicit instructions to think outside the box did not help. That this advice is useless when actually trying to solve a problem involving a real box should effectively have killed off the much widely disseminated—and therefore, much more dangerous—metaphor that out-of-the-box thinking spurs creativity. After all, with one simple yet brilliant experiment, researchers had proven that the conceptual link between thinking outside the box and creativity was a myth. Of course, in real life you won’t find boxes. But you will find numerous situations where a creative breakthrough is staring you in the face. They are much more common than you probably think. *From Copyright 2014 Drew Boyd. There are many theories of creativity. What the latest experiment proves is not that creativity lacks any association to thinking outside-the-box, but that such is not conditioned by acquired knowledge, i.e., environmental concerns. For example, there have been some theories such as those of Schopenhauer (see his remarks about Genius) and Freud (see his remarks about Sublimation) that propose creativity is something more like a capacity provided by nature rather than one acquired or learned from the environment. Rather than disproving the myth, in other words, the experiment might instead offer evidence that creativity is an ability that one is born with, or born lacking, hence why information from the environment didn't impact the results at all. It's an interesting experiment, but the author's conclusion cannot possibly follow from the results of it. I conduct soft skills training and outbound training for Corporates and individuals. To enhance creativity we motivate the participants to approach the problems from variety of vantage points. Even repeatedly checking the boundary conditions we are able to come up with variety of ways of solving the problem. This is akin to checking the walls of the box. Looking inside the box for additional information, additional resources also helps. Looking at the box from bird's eye view triggers some different creative solutions. Let us not get tied down to the mechanics but free ourselves to find the solution. I will give an example. You are playing football with family and friends at a distant ground and someone gets bruised badly. No first aid kit is available. Your priority is to get the person to a hospital ( at a distance of 2 hours ). The wound is bleeding and needs to be kept clean and bacteria free till the person reaches the hospital. What will you do? Think of a solution. It is quite close to you. With all due respect, Professor Boyd, your argument is not at all compelling. It seems that you are taking the 'thinking outside the box' (TOTB) metaphor much more literally than it is intended (or, at least, as I and may others infer). Let me point out a few false and/or negligent statements that you make: 1. To refer to TOTB as 'dangerous' is naive, at best. I, personally, have seen the positive, tranformative effects of not only the 9-dots exercise, but also the occasional use of the term to remind individuals after-the-fact about the value of thinking differently. The experiment you refer to doesn't even come close to proving what you suggest that it does. To use the term 'proving' in an argument like this is laughable. In real life, you absolutely WILL find boxes.that is, if you understand what the term 'box' refers to. Here, the term is not literal; rather, it refers to a mindset, a perspective, a belief, or an assumption. It is precisely how the human mind works. We all think in boxes all the time. The 'sin,' if you will, is not in thinking inside of a box.but the neglect to readily switch from one box to another, nimbly (see Alan Iny's new book, 'Thinking in New Boxes'). A different -- and very healthy, positive, and productive -- way to think about TOTB is to understand that it merely represents an insight that can remind an individual to consciously become aware of limiting assumptions. And, upon such awareness, to open ones mind and imagination to actively explore new possibilities beyond the obvious or initial answer. If you don't regard this as valid contribution to creativity, then I suggest you consider spending a bit more time outside of that 'box' that you've presented here. I couldn't have said it any better. TOTB is a beautiful skill to have. We are born into multiple boxes that are created upon social agreements (e.g. Illustrated by the hermeneutic circle) but the ones who dare to think outside of what is considered as social or scientific correct (all the boxes together) are the minds whom are absolute free and open towards new moralities, paradigms, innovations and creativity in general. Saying that TOTB is a negative thing is a very conservative statement and someone who has such a belief is scared of change, scared of diversity and scared of anything that is abstract and out of order. I'm all about TOTB and the best way to TOTB is to fully understand the box in the first place and why some people are scared of TOTB hence also lacking the ability to do so. Fold the paper so all the dots ovelap. Use four lines to connect four dots. Hold the folded paper up to the light.all dots connected; Thinking outside The Box. For that matter, you could fold the paper until all the dots overlapped and you would not need to waste any pencil lead; Thinking outside The Box. Use a very wide pencil lead or charcoal block for that matter, connect all the dots in one fell swoop; Thinking outside The Box. Forego a pencil altogether and use a bucket of paint to create a huge blot over all the dots; Thinking outside The Box. Question the dots and why they need to be connected in the first place; Thinking outside The Box. Erase the dots; they are a distraction to Thinking outside The Box. Create your own dots and lines in any fashion you desire; Thinking outside The Box. People that say, it's a misguided idea,, do not know how to think outside the box, I can look /listen/ at anything an tell you how to fix it. I play chess with my pc, an beat it all the time, and the reasoning is I do not think logically, like the pc does. It has a set of rules that it was programed with an you were in college, I do not play by the rules, I can play without the queen.Also when you go the a school that teaches how to think about something, that is all you know how to do.I have had engineers come to my deck, hand me a set of blueprints, because that was the way they were taught. They are never taught to look at it, in there mind to see it working. What I do is show them how wrong they are, an ask them what tool in the world can cut a square hole inside the middle of two long tubes. They can not think outside the box, that they were taught to do. If was going to tell you about an airplane the TR-3B, it travels a little bit under light speed, an it uses nuclear fusion, which turns into plasma an powers the craft, that was built outside the box. An if you do not believe me type it into your search engine, you can also look it up at the library of congress under new patients. You my brother, do not have the inkling of understanding to think outside the box. That's why you are a psychologist an nothing more. Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. The main purpose of this system is not only give some tools and defeat enemies. This script has extraordinary game play. Including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation witch means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. In certain area of my level’s map my party member will disappear in some areas even though I already recruited them to the party. Whenever I enter the 2nd to 1st area my party member disappears but if I have the second party as the leader the rest of the party doesn’t disappear. Also, in the room where I am going to have my Boss fight the party disappears only leaving one member. In the second area this problem doesn’t occur, both members stay on the map despite who is leader. I can switch between them as leaders but other than that they are not on the map. Yes, In fact I’m using both those script and many others. If you want more sprites for weapons, you have to make them yourself, find someone to make them for you, or do What I do use the fantastic Pearl ABS patch which allows you to use Icon from your database as the graphics for the weapons. I can’t help with the vampire weapon thing, but it’s do able just do it like you would in the regular system, also I think there’s something that absorb HP in the default system I just don’t remember what. Make a new project and look through the weat.pons, skills, and states to find i. I’ve been able to use this script perfectly without an issue. However, there are a couple things that I cannot seem to figure out. 1) Removing the damage pop ups that occur when either the enemy or the actor get hit. I’ve scoured the comments here and attempted a google search, and I saw I needed to look under the Battle Engine (something similar to that name), but I don’t know what exactly to remove. 2) I need to remove the enemy HP bars (not the actor’s) 3) I need to remove the actor’s Exp. How do I do any of this? I must say im really impressed with your scripting! It’s really amazing ABS! I have a question i hope it can be done or looked at, so basicly i’ve tried the Pearl ABS and i just wanted to know if it was possible to do so let’s say i wanted to use a actor graphic with weapon and whenever i use the regular i have premade some actor already with weapon whenever i use the F key the actors graphic disapear and instead i use the graphic ATTACK, Like the way you’ve made on Skill attacks. Whenever you use the skills whenever you use the keysr, t, y and u and you have set the graphic to change it use the graphic over the one you have as primarely. Sorry my english is really bad;( it’s not my orignal language so i have i’m really terrible at english. My Scripting knowledge is complete newb. I would be willing to pay a little extra to buy and if you can edit the thing i said above. (I know It’s a 4 years old message, but I’ll leave an answer here for anyone who stumbles with the same problem) You have to change some lines on the “Pearl sprites” section of the script. Hey, I really need your help, how can I make passive enemies? Basically, I make a school game where you live in a school, study everyday and so on. And of course there are other students too, right? I want the player can talk normally to events, but if the player attack the events(a little similar to Fallout 3), he/she will be ‘active’ and attack us back and ‘fainted’ if defeated. So, the event will play death and respawn back to normal if player go to another map. Problem is, how to make the events like that? I’m trying figured out but somehow didn’t managed yet. Please help me. P/S: XAS Abs have that kind of thing but only single player, which I didn’t like much because the objective to success is to coperate with your other friends(just like your awesome scripts). Hey Falcao, first I must commend you on an amazing set of scripts! Been having a blast using (abusing it more likely:P). I have a question tho. I have an NPC that is tagged as an enemy however he is not sensorial (yet). He will go sensorial/hostile when self switch B AND another condition is met. So right now my character can hit him. I want to make it so that when he sustains enough damage he will aggro. In pseudocode it would look something like this Conditional branch script: if enemy maxhp. Another question. I have fires that is designed to follow the player and when it hits (insert moderately advanced if script. Got this part no worries) it’s supposed to hurt the player (so far so good, all scripted and done). BUT there is one glaring problem. It doesn’t seem to get “wiped” fast enough. So if I hit the event on the map I see it dissapear but if I walk over it it still damages me. If there some a in the script for this? Because I tried almost everything and I can’t find any way, it does not seem to matter how I optimize the script setup on my end. So might this be a ABS thingy or do I need to search elsewhere? So I installed the demo, and copied all the scripts onto my game(along with also adding all of the characters for weapons). It would work until I pressed “f” to attack, then it would say there was an error and the game would shut down. So, I reinstalled the demo, and just deleted the game and made my own map and characters, thinking that since the script was already in it, it would work fine. Sadly, pressing “f” doesn’t even work. Nothing happens. ? I’m trying to make a game for my boyfriend for our two year anniversary, which is coming up on May 2nd. Is there any way you could help me? Thanks so much! If anyone knows how to make auto skill that repeats itself when a switch turns on, I’d be forever grateful. I’m thinking Auras. Specifcally, I want to change the character graphic to a car (remove all party members add car). My plan is it will hit the character running them over. Also I got this to work with free movement, but I have to stand still or the characters will move back to me(as slowly as they got to the enemy)(Also have to change hit size to 2), which isn’t too bad while I make the game. Also works with a jump command, my idea is to let poeple jump all the furniture ? Kinda like in SNES Mario RPG. It works great. I would be forever grateful. Hello, I am a big fan of this ABS but was looking for some assistance. In my game I feature a class that dual wields weapons (which can easily be set in RPG Maker) but how would you change it so when your are this dual wielding class, that your block key (I set my main attack to F and block to D) becomes just like the primary attack? Currently, when i test my game the attack works great (custom icons and all!) and I can even see my secondary weapon in the shield slot (Slot D for my game) but when I press D nothing will happen (which is obvious why). I just don’t know how to go about fixing this. |
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