1919: South Newburgh is renamed Garfield Heights. The city is named after Garfield Park, not President Garfield, no matter what you heard at the bar.
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firehosevia Osiasjota, Daria Nifontova

Comics A.M. - Why Aren't There More Canadian Superheroes?
Here’s hoping the Michael J Fox Show is awesome
firehosevia Wojit
BUNK!
Induction suggests that it’s difficult to anticipate the quality of a TV show or movie based on the quality of the trailer (Watchmen, I am looking directly at you). So I’ll hedge what I say here to this: the trailer for the new pilot The Michael J Fox Show looks pretty awesome.
By all accounts it’s a show that will center around a disabled character (Mike Henry) portrayed by a disabled actor (Michael J Fox). As far as I know, that’s a first – at least on a mainstream US network. Of course, it’s unlikely that a show like this would be possible if Fox hadn’t been famous before he became disabled. But still, it’s a step in the right direction – and might pave the way for other, more varied representations of disability in TV and film. (A girl can dream, yeah?)
And from the looks of it, the show seems to be aiming for a great tone – one that laughs openly at ‘tragic overcomer’ tropes and embraces the everyday ups, downs, humor, and general ridiculousness that can come with being disabled. Here’s hoping it’s awesome. At the very least, I like the trailer.
TV-over-Internet service hits Atlanta next month - Yahoo! News
NEW YORK (AP) — Aereo, the startup that offers live television broadcasts over the Internet starting at $8 a month, said it will start service in the Atlanta market on June 17, following an expansion to Boston on Wednesday.
Rock The Bells To Reincarnate Ol' Dirty Bastard, Eazy-E - Music, Celebrity, Artist News | MTV.com
Holograms of late Wu-Tang MC Ol’ Dirty Bastard and late N.W.A. member Eazy-E will virtually appear on the stage.
E1M1: Hangar of Doom
For gamers of a certain age, the letters E1M1 spell Doom — the early first-person shooter that popularized the genre and arguably kicked off the mainstreaming of PC gaming. Pictured above is Hangar, the first map (M1) of the first episode (E1), as found on the Classic Doom site devoted to the game. (I was put in mind of Doom today by this unfortunate blog post on the the importance of innovation, which seems to miss the point of Doom entirely.) As a map, it seems at first glance unremarkable, but as a game, it was close to revolutionary. And if you haven’t played it in a while, it still packs a lot of its punch.
One of those days...

by @juan_domenech
Larry Page's Vocal Cords Are Partially Paralyzed
Read more of this story at Slashdot.
DICE To Open Star Wars Focused Studio In LA
By Craig Pearson on May 15th, 2013 at 11:00 am.

DICE, the developers of Battlefield, and EA, who now own the rights to make Star Wars games, have bowed to the inevitable. According to a report in Gamasutra: “Electronic Arts has opened a new DICE studio in Los Angeles, with a key focus around creating new video games in the Star Wars franchise.”
DICE’s general manager, the awesomely named Karl-Magnus Troedsson, has said that by the end of the year the studio will be expected to have over 60 developers working on Star Wars games. If Gamasutra are correct, with the prowess of the studio’s Frostbite engine you expect to see some high-definition Wookiee fur, and the shiniest Stormtrooper armour ever put into a video game.
Why? LA. Talent, according to Troedsson. Who added: “It’s no secret that our main competitor is there.”
Fight! Fight! Fight! How does this make you feel, readers? Are you all:
Or are you more:
Via Gamasutra, who totally got it from the Wall Street Journal.
On Difficulty: A Few Hours With System Shock 2
By John Walker on May 15th, 2013 at 1:00 pm.

We all have our embarrassing secrets. For instance, Jim has never hopped, too scared to take such a risk with gravity. Adam never realised you were supposed to apologise to ducks. And I’ve never played System Shock 2. It’s not my fault – I was busy. But with my first gap in my schedule since August 1999, I’ve been having a go at the freshly re-released version on Steam. It’s… it’s not easy, is it?
For me, System Shock 2 has become more of a beacon for what games no longer are, than what it perhaps is in its own right. It’s a fascinating piece, a fusty grandfather of the few FPSs still using their imaginations, a knowing father of games that defined my twenties like Deus Ex. But at the same time it echoes dying features of the 90s, some missed, some well abandoned. For instance, it’s been a while since I thought, “I really should have read the manual”.
So I’m not writing about the story here – I’ve not played enough of it yet to do that. This is about the mechanics, and how they’ve split my mind down the middle, both recognising what I’ve been missing, and how I have to admit to appreciating some levels of simplification.

The game begins with you – a nondescript soldier – training for accompanying the first FTL ship, the Von Braun, on its maiden voyage. And you’re given huge choices to make without any context. After a few perfunctory tutorials that entirely fail to teach you anything important about the game you’re about to face, you’re asked to choose between the Navy, the Marines, or the OSA. What is the OSA? Details aren’t clear. I picked the OSA, because I’d heard they were the most interesting, and they started you off with psi powers – supernatural abilities from your braintubes. What I should have picked was the Navy, because it turns out they’re the ones who focus on hacking, which is always my preferred route through a game.
This done, you’re then asked to pick two further particular fields of training, without any context to make that choice, and sort of hope they fall in your favour. The training doesn’t actually teach you anything, but rather sends your character away for a year of unseen brutal education that changes a stat once you’re finally in control. Oh, and you’ve been fitted with all sorts of cybernetic enhancements, which I don’t remember agreeing to. Something about a distress call. Something about alien eggs. Something about cryo sleep. SPACESHIP.
A detached voice, supposedly but obviously not Dr. Janice Polito, is giving you some sort of narrative guidance, while the ship’s on-board computer Xercies is telling you off for paying attention to her. And neither is being particularly helpful in terms of how you’re meant to not be dead all the time on a labyrinthine ship filled with shotgun-wielding zombie alien mutant hybrid things, and telekenitic monkeys.
“Polito” sort of talks you through your array of on-screen furniture. You’ve got a Tetris inventory, a minimalist character sheet, an awkward area for selecting psionic abilities, another section containing details about health and Psi levels, along with a Research button, the map, and two slots for items about which I have yet no idea. Then there are the recordings of dialogue from Polito, crew members whose recordings you’ve found, and hints about what you’re supposed to be doing, next to a button that says “MFD”, and another tab that collates the key access you’ve so far gained. Splurge.
Most bizarrely, the instructions for most of these elements, and more importantly how they relate to the world around you, are found in Information points mounted to the walls in the baddie-infested corridors. Even reading how to flipping play the game is dangerous. Because all those elements are further complicated by the need to charge some of them up via occasional charge points, others require the use of injections, food, boosters, software, and many other never-explained bits and pieces.

Despite appearances, I’m not an idiot. I fathomed pretty much all of it as I needed to. But I became aware that the process of fathoming as I go along is not one I miss. I think a game released today that was so muddled, so jumblingly complicated, would be criticised for it. But I’m certain there are Shock 2 fans currently boiling blood out of their eyeballs in rage at the paragraphs above. And I sympathise – I don’t doubt that games are far too over-simplified in terms of their first impressions these days. While I don’t wander into the scary world of RTS gaming, where I suspect such complexity likely still resides, certainly in the world of the FPS you’re lucky if you need to know more than three buttons and one menu.
But while I would love to see more intricate, complex systems returning to games, I am going to be heretical enough to say I wouldn’t want it to be delivered as opaquely as appears in Shock 2. Because for me, this process of being bemused by the game’s mechanics got in the way of enjoyment, and that’s where I think a line is crossed. Because System Shock 2 is really enjoyable.
And bloody terrifying. Oh my goodness, I’d forgotten what it was like to have a game be so unrelentingly tough and cruel. Even replaying the exquisitely frightening Thief a couple of years back, that game at least gave you down times, moments of respite. SS2 never lets up. You can’t clear an area of enemies – they can reappear from somewhere. But more terrifyingly, not in a predictable way. It doesn’t respawn them after so much time, or have everything reset when you revisit a previous location. It’s just, sometimes, seemingly at random, somewhere that felt safe suddenly isn’t any more.
And you’re weak. So, so weak. Everything about you is weak. If you’re not a Marine, you can’t even fire a gun when you start. As an OSA I was wandering the grey metal corridors armed with a spanner and a psi orb thing that let me fire off a slow, weakly bolt of cold that would eventually take out enemies if I ran away at the same time. If you can fire a gun, that gun is weak, degrading as though it were allergic to bullets. Tiny stupid monkeys can kill you in a couple of hits. Giant stomping robots probably don’t even notice you were there before they’re done spilling your blood. You’ve got tasks you need to complete in these tunnels-o-horror, you’re compelled to keep heading back and forth having retrieved a necessary code from the grossly mutilated corpse of a former crew member. But… but it’s scary!

It’s the unrelenting nature of that scary that makes SS2 most stand out to me. Deus Ex, which I’d argue is far more of a spiritual continuation of the game than anything within BioShock, had so much downtime. Time spent in safe offices, chatting with safe people, creeping around safe toilets of the opposite sex (how do you sex a toilet? female ones don’t have wee around the base). You got to occasionally climb off the tight rope and cling to a secure wall and get your breath back. Not here. Here it’s avoiddeathavoiddeathavoiddeathavoiddeathavoiddeath without pause. And it’s exhausting.
Good exhausting? A large part (not that part) of me wants to pretend that yeah, it’s great! Games like they used to be! None of this modern mollycoddling that’s raising a generation of gamers only capable of following another man’s bottom while they do the shooting/door opening for them. What will they all do when the Hagrons attack Earth from Dimension U? Not like us, eh? Raised on System Shock 2 and Terror From The Deep, ready for anything, capable of opening doors for ourselves. Admitting to anything else would highlight me as a pathetic wastrel, not suitable for games journalist, just some simpering idiot who should stick to Farmville.
Well, I’ve never played Farmville either. So take that. But wow, I’m not sure I possess the mettle for System Shock 2. It’s not the scares – I’m loving those – it takes a lot for anything to make me jump, and SS2 has had me bouncing in my chair. But for the unrelenting, incessant sense of vulnerability, of being on the very edge of failure, holding on with the tips of my fingertips.

But what I’ve taken from this is a far more acute awareness of just how far things have gone the other way. Games tend to either make us irrelevant to the events (Modern Warfare, Medal Of Honor, etc), or ludicrously beyond heroic, ultra-powerful in a world of flimsy papier-mâché competition. We’re given an extraordinary weapon that gets upgrade after upgrade, along with reality-warping powers that let us play with enemies like paper dolls. It’s a power fantasy, and while it’s often a lot of fun, System Shock 2 immediately reveals what a loss it really is.
(It’s worth mentioning the middleground between those types of more modern games – the nonthingness of RPG abilities, where you’re dripfed new statistics on old skills that allow you to maintain equilibrium against ever-scaling enemies. You’re always half a step ahead, and never an interesting distance behind or in front.)
Shock 2 reveals just how potent and atmospheric it is to be pathetically weak. It creates a bleakness that’s unachievable by just painting your backgrounds grey-brown and having the gruff post-apocalyptic super-soldiers shout curse words as they trot ever forward. It’s a bleakness that’s not superficially aesthetic, but intrinsic, and overwhelming. I really am overwhelmed by it. My heart is heavy when I think about carrying on playing this obviously excellent game, knowing what an ordeal I’ll be putting myself through.
Where I’m left is divided on how I feel about that. Perhaps it’s my frame of mind at the moment, perhaps I’m getting old, perhaps I’m growing weak. But that just doesn’t strike me as the most appealing notion.
Yes, so jeer at me, condemn me, cancel your subscription and petition in the streets that I have the temerity to write about videogames. I deserve it. But I do want to stress that I’m not settling for the status quo.
System Shock 2, as incredibly difficult, incredibly intense, and incredibly unnerving as it is, has strongly reminded me of what I’m missing from games. Explained to me why I bounced off BioShock: Infinite like it was made of space-rubber. I don’t want everything reduced down to a left or right mouse button, binary choices along predictable skill trees. I loved Dishonored, but Dishonored was a piece of piss. I was a GOD in that game, a GOD amongst puny underlings, crushed beneath my might. And that was probably the major thing wrong with it. Games just aren’t difficult enough, are they? Sure, you can turn the “difficulty” up, but that just makes it harder to get stuff done – not actually harder. A difficulty level doesn’t change the philosophy of a game. So no, I confess, SS2 is over a line for me that I once never had. But it’s revealed a pathway I long to be walking down in more games. Just, maybe, not this one?
Except that I just went back and played a bunch more.
3D scanner with remarkable resolution
Illuminati Rucksack
firehosevia THANKGODYOUREHERE
Kunst-Rucksack von einem Mann mit dem sensationellen Namen Hardy Blechmann, das Teil nennt sich Voodoo Doll: „US Army Marpat (Marine Pattern Camouflage) Rucksack Recycled to Pyramid“. Kostet auch nur 3000 Dollar.
We are concerned with the mystery of the creative act. Not the inexplicable ’spark’, aka inspiration, but the fire; the non-doing before the doing, the summoning up of elemental spirits from within, or without, during the preparation of some visual or musical work, some theory or idea. This welling-up or ‘possession’, this ‘fever in the heart of man’, this spirit, this spell, might sometimes be referred to as Voodoo.
HARDY BLECHMAN VOODOO DOLL (via Dangerous Minds)
Ernest Hemingway to F. Scott Fitzgerald: “Kiss My Ass”
firehosevia Elena Bulygina

So everyone knows Hemingway was a bruiser. Some of the best stories of his macho posturing involve fellow writers. There was, of course, that time he and Wallace Stevens slugged it out in Key West. I’ve been told Stevens asked for it, drunkenly telling Hemingway’s sister Ursula that her brother wrote like a little boy. I don’t know whose version of the story this comes from, but by all accounts, Hemingway knocked the bear of a poet down several times. The two made up soon after. Then there’s the story of Hemingway and James Joyce; the diminutive Irish writer apparently hid behind his pugnacious friend when trouble loomed.
There are many other such yarns, I’m sure, but one I’ve just learned of shows us a much more passive-aggressive side of Papa H. As the John F. Kennedy Presidential Library blog informs us, Hemingway once sent F. Scott Fitzgerald a typescript of A Farewell to Arms. Fitzgerald sent back ten pages of edits and comments, signing off with “A beautiful book it is!” You can see Hemingway’s first reaction above (signed EH). In later drafts, it seems, he took some of Fitzgerald’s advice to heart.
via @matthiasrascher
Related Content:
Seven Tips From Ernest Hemingway on How to Write Fiction
F. Scott Fitzgerald in Drag (1916)
James Joyce in Paris: “Deal With Him, Hemingway!”
Josh Jones is a writer and musician based in Washington, DC. Follow him @jdmagness
thejogging: Slayer logo towing a Metallica logo, 2013 Kinetic...
firehosevia Elena Bulygina
Men In Black Tie Pet Cats. Winston Churchill.
firehosevia Russian Sledges, multitasksuicide

Men In Black Tie Pet Cats.
Winston Churchill.
Eurovision Turns Icelanders Into Monsters
firehosevia Snorkmaiden
News Priorities
firehosevia Kariann
Anon Friend: WIN!!
Me: Why aren't more people talking about this? It's one of the most masculinist countries... It's also really Catholic.
Anon Friend: Because Angelina Jolie had her breasts removed.
Me: I guess they were intimidated by Argentina. Rivalries...
Anon Friend: Also, most Americans don't care about Latin America
Me: Unless they are talking about "illegals"
Batman by Sean Gordon Murphy
firehosevia THANKGODYOUREHERE

Batman by Sean Gordon Murphy
Bar : Ma'ono Restaurant : Seattle : Chef Mark Fuller
firehosemeanwhile, in Seattle
Fried chicken is pretty good. But it’s a helluva lot better with a glass of cold whisky.
Hasbro takes bizarre turn with ‘My Little Pony: Equestria Girls’
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If you can’t quite fathom the renewed popularity of Hasbro’s 30-year-old My Little Pony franchise — in animation, comics and merchandising — and the accompanying “bronies” phenomenon, you may not be ready for what comes next.
According to The New York Times, the toymaker is extending its brand with Equestria Girls, which recasts the characters from the animated My Little Pony: Friendship Is Magic as human teenagers. It will launch with My Little Pony: Equestria Girls, a full-length animated movie premiering in June at the Los Angeles Film Festival before being released in 200 theaters nationwide. Naturally, a DVD will follow.
The premise is fairly straightforward, as far as these things go: Twilight Sparkle must travel to an alternate universe to find a stolen crown, only to discover there she’s been transformed into a human girl. And so she must not only figure out who committed the crime but also navigate high school.“Our goal is to stay true to who those characters are,” Meghan McCarthy, the movie’s head writer, tells The New York Times. “It’s new but still an extension of our mythology.””It is a major strategic initiative for us,” offers John A. Frascotti, Hasbro’s chief marketing officer, which means we probably shouldn’t be surprised when IDW Publishing announces a My Little Pony: Equestria Girls comic.
Disney faces backlash over new “sexy” Merida; pulls new image from web site as a result | Rebecca Hains
Brenda Chapman–Merida’s creator–has gone on record voicing her outrage at this redesign. Chapman argued:
They have been handed an opportunity on a silver platter to give their consumers something of more substance and quality — THAT WILL STILL SELL — and they have a total disregard for it in the name of their narrow minded view of what will make money. I forget that Disney’s goal is to make money without concern for integrity. Silly me.
As of today, Disney has quietly pulled the 2D image of Merida from its website, replacing it with the original Pixar version. Perhaps we’ll be spared an onslaught of sexy Merida merchandise yet.
How To Ditch iTunes Forever
'NCIS': The No. 1 TV Show That Nobody Talks About - Yahoo! TV
“It has higher ratings with viewers ages 18-49 — a demographic advertisers love — than ‘Glee,’ ‘Dancing With the Stars,’ and ‘The Office.’” (“American Idol” was toppled in March.) Wait, there’s more: This week’s finale is episode 234, which passes up its predecessor “J.A.G.” (227 episodes, but over 11 seasons) and might pass an even greater milestone: outlasting “M*A*S*H” (251 episodes), which among other distinctions is the most-watched military-themed show in American television history, drawing 125 million viewers to its finale.



We are concerned with the mystery of the creative act. Not the inexplicable ’spark’, aka inspiration, but the fire; the non-doing before the doing, the summoning up of elemental spirits from within, or without, during the preparation of some visual or musical work, some theory or idea. This welling-up or ‘possession’, this ‘fever in the heart of man’, this spirit, this spell, might sometimes be referred to as Voodoo.



