Wednesday, June 4, 2008

Crisis Core (PSP) Review


Crisis Core: Final Fantasy VII achieves a striking balance of old and new, and juggles fan service with pure role-playing satisfaction. It's striking how these elements have been shaped into such an appealing and emotionally affecting prequel. There are some new characters and plenty of fan favorites too, such as Cloud, Tifa, and Aerith. Howwwwever, the characters you're most likely to empathize with are unlikely ones, including protagonist Zack, and Sephiroth, who is complex, troubled, and even sometimes likable. The way their personal stories weave in and out of each other--and set the stage for the events in Final Fantasy VII--makes Crisis Core not just the finest role-playing experience available on the PSP, but also one of the best Japanese RPGs in years.

Zack isn't new to the franchise, but he was a mere flashback in Final Fantasy VII, which may not make him seem like the best choice of leading man for a prequel to one of the best RPGs ever created. Yet he's as interesting as any Square Enix star, and transcends the usual spiky-haired heroism and teenage angst with an uncommon maturity that develops as the game continues. Revealing almost any plot point could be a spoiler; the Gaia world is rich with mythology and complex character motivation. What's important is how the characters interact, change, and grow. Scenes between Zack and Cloud are both effortless and poignant, and stem directly out of Zack's most impressive character traits: trust and loyalty. As each plot thread twists together and the game reaches its inevitable conclusion, your heart will soften and you may shed a few tears. Crisis Core tells a memorable and exciting tale, but more importantly, it makes you care about its characters, even if you are new to the lore. The game's final scenes are amazing and heartfelt, and one sequence in particular that brilliantly mingles gameplay with narrative is one of the most incredible and moving moments in role-playing history.

The game's stunning cutscenes have an immeasurable effect on the emotionally resonant story. There is a harmonious mix of prerendered cinematics and in-engine cutscenes, and both were created with precision. Dramatic camera angles frame Crisis Core's greatest moments, from earth-shaking soliloquies to the quiet pauses Zack and Aerith share. There is a standout scene in which Sephiroth comes into deep focus using a cinematography technique familiar to Alfred Hitchcock fans. This kind of range is rare in cutscenes, even in RPGs, yet it's never forced or overdone here. The quality is further enhanced by incredible voice acting. Past Final Fantasies have sometimes suffered from awkward English voice-overs, but each actor here delivers the right degree of emotion at the right time, which in turn gives weight to the story. As Zack matures, you can hear the newfound confidence replace his adolescent arrogance; when Angeal tells Zack that he's just a little more important than his sword, you can hear a subtle grin in his deep, commanding baritone.

If you enjoyed Final Fantasy VII, this kind of attention to detail won't come as a surprise. However, you may be startled at how the combat works. Crisis Core is an action RPG. Granted, it does have many of the same elements as FFVII: materia, limit breaks, and so on. However, it plays nothing like its inspiration, which may irritate some fans. This doesn't make it better or worse, but it does make it different, and once you get used to it, it's a lot of fun. Battles are almost exclusively random, with the exception of those that end your side missions (more on those later). When combat begins, you are limited to a contained area, but you can move freely within it. To target an enemy, you simply face in its direction, and to attack, you hit X. It's not quite real-time, but rather a series of quick turns that give you a smidgen of time in-between to select a different spell or attack. You can switch among different options and spells on the fly using the shoulder buttons. If you're familiar with the Tales series (Tales of the Abyss, and so on), you'll have a rough idea of how the combat works in Crisis Core.

You can also guard and evade oncoming attacks, though doing so spends action points. A number of special attacks, such as assault twister, also use action points. Other attacks, like spells, use up magic points. To perform them, you need to possess and equip the corresponding materia. Zack can't use an unlimited number of materia in battle; he's limited to a certain number at a time, so you'll want to choose wisely before you head into late-game combat, especially if you know a boss fight is imminent. You can also fuse materia together to make new spells or enhanced attacks, such as the impressive Thundara Blade. There are times when you'll need to take advantage of your materia and dodge oncoming attacks. Nevertheless, for the first half of the game, Crisis Core is remarkably easy, and a lot of battles come down to mashing on the X button. There is no shortage of potions and gil (the series' currency), either, and given that you can purchase items at any save point, there's no reason not to be fully stocked.

The combat is fun, and it will get Final Fantasy fans talking. But no mechanical element is bound to get more attention than the Digital Mind Wave, or DMW. The DMW is a slot reel that holds the key to two important facets of Crisis Core's gameplay: leveling up, and powerful attacks called limit breaks. The reel contains six slots: three that contain character portraits, and three that contain numerical digits. As you fight foes, you earn soldier points, which in turn function as currency that keeps the DMW in the top left corner spinning. When the left and right character portraits match, you enter a separate limit-verge screen where you wait for the digit slots and the center character slot to stop spinning. If you match all three portrait slots, you unleash a limit break, which is accompanied by a dramatic cinematic. If you match numerals, you may level up an equipped materia or Zack himself. The DMW also controls some status changes, such as temporary invincibility, though they aren't signaled by a change to the limit-verge screen.

This all sounds very confusing, and it may take you some time to figure out exactly what's going on. Essentially, leveling and limit breaks are left to the roll of the dice (or in this case, the spinning of the reel). The idea of random leveling and special attacks may make you squirm, and on paper, it sounds like a bad idea. In practice, it works out far better than you'd think. Just like when you pull the lever of a real slot machine, it's exciting and intriguing to see if you make a match. You can't skip past the limit verge screen, but if you could, you'd be missing the point (and be warned that you can't skip past cutscenes, though you can skip out of the long summoning animations and the flashbacks that occasionally crop up during limit verges). Your results are not completely random because your character's heightened emotions make it likelier that the DMW will spin up a positive result, such as after a phone call with Aerith. However, you may go a while without leveling up, only to level up multiple times in a short period of time. Sure, it's a strange system, and it will make your head spin at first. But it will become second nature, and in the end, it works. The downside is that it takes control of the game's most impressive attacks out of the hands of the player. Not everyone enjoys having the game do the grunt work for them, but the system is original and streamlined, and likely to grow on you.

Outside of the main story, there are plenty of side missions to keep you occupied. Most of them boil down to entering an area, killing a bunch of creatures, and earning your reward. It's simple, sure, but incredibly addicting, perfect for players on the go, and you may find yourself losing hour after hour to mission after mission. This is Crisis Core's grinding mechanic, but the combat is entertaining enough (and the DMW mesmerizing enough) to keep you involved. Some of the missions also weave in cameos from other characters, such as a charming set of missions centered on an impish Yuffie. Yet the action and limited customization goes only so far, and it seems that Square Enix understood that. Crisis Core is on the short side, clocking in at around 20 hours if you do a reasonable number of side missions, though you could add another 10 if you want to see every secret the game is hiding--and there are some good ones that will get fans talking. That may make the game feel less grand than previous entries, but in actuality, the length feels just right and keeps the action from wearing out its welcome.

You'll marvel at Crisis Core's visual and sonic beauty. Environments were designed with painstaking detail, from the slums of Midgar to the crystalline vistas of an underground lake. Character design is equally terrific, from Genesis' solemn sneer to Zack's gleaming blue eyes. Monsters look great too, and the imposing and astonishing bosses are particularly awesome to behold. The game sounds as good as it looks, starting with the terrific musical score, which includes both grinding rock tracks and haunting orchestral interludes. There are moments in which the action is undercut not with the same heart-pumping guitars we've heard before, but with softer tunes. These battles feel even more important because the music connects them so well with the emotional scenes that came before. Additionally, familiar sound effects have been updated and new ones added to make for combat that sounds as tremendous as it looks.

Crisis Core: Final Fantasy VII is a game you must play if you own a PSP, if you like RPGs, or if you want to get lost in a gripping story. Like most Final Fantasy games that came before it, it has its quirks. However, this is one of those cases where you should embrace them for their originality and charm because they add something uniquely compelling to the game. The only truly disappointing aspect of Crisis Core is reaching the end, because Gaia is a world you want to stay in, populated with extraordinary characters who will move you.

Saturday, May 3, 2008

CHS Sports Day ( 2008)


It's 3rd of May, Sports Day!!! Many people turned up today. All were wearing their respective 'rumah sukan' shirts. I reached school as usual...6. 50 am. As I entered the school, I saw the BBSM getting ready. I also saw the prefects. Some were so nervous that they had to check the mirror to see whether their hair was fine.










































I was heading for the PMO room while passing the school hall. There I saw Kah Leong, Wenkai and Jing Sheng. We talked a while and then suddenly Jing Sheng came up with a story on Dragon Ball... As I was walking to the PMO room, he kept on blabbing about it...Then, I saw Jun Xu. She was sitting on the stairs. I asked her whether the door has opened yet, and she said no. Then I took out my Mp4 to let her listen to it until the door was open. Eventually, all of us had to assemble at the tapak.












































After that, we got together again. We went to the Sports Centre to support for our teams. As usual, no one forgot to bring 'barang larangan' to school today. Many brought handphones and Mp3's. Some of them brought camera's including me... I started taking pictures with my camera. The marching was very interesting. Then we all had to stand to sing the nasional anthem, ' The Negarakuku'...oops... I mean the ' The Negaraku'. After a while, it was the cheerleaders turn to perform. Honestly, It wasn't very creative. It was down right boring!







Half the time, we were practically talked about Command & Conquer 3 : Kane's Wrath! Oo yeah! Kah Leong got 'kai bao' by some of our friends. It was so funny! It began with his shoe and then they charged for his pants! LOL!!! ( No hard feelings Kah Leong)


Later on, we all went to eat. We got free food! Nuggets and a bottle of water...Not exactly what I call food thats worth being free, but who cares.... The bottles were so irritating. When you try to remove the top, water starts to leak out of the bottle! I remember throwing that bottle on the ground! Hahaha!!


Then we all headed to the Squash court. There, I was break dancing. I was totally minding my business, until a girl came and started spreading the word!!! Why wouldn't she? I was practically head-standing!!! We were having loads of fun in court until some a** hole started throwing expired Maggie: Hot Cup's down on the court. That made a lot of mess! Mei Zhuen also came to the Squash court. She and her friend Shereen were browsing through my pictures in my camera, while I was break dancing.

We all went back to the Sports Centre to rest as the weather was so terrible. It was so freakin' HOT!!! We decided to play ' Truth or Dare ' using a bottle. We had fun!! After that, we had to sit on the field under sun for like half an hour because we had to listen to a jack a** blabbering about the winners and the closing ceremony.





















































Before we went to the field, Jing Sheng, Wenkai and me were foolin around. We were doing all kinds of crap to make each other laugh!!! It was the most memorable part of the day!!!




































As we were sitting on the field, Wenkai and me started playing with grass. We collected a huge amount and launched it on Kah Leong. He was a bit frustrated...Suddenly, Wenkai hatched up a plan. He decided to classify him and me as The Brotherhood of Nod and Kah Leong as Scrin. We scattered grass all over his head and he didn't realize it!! I hope he doesn't blame us... Then will have to evacuate to Plan B, which is blaming it on GDI aka. Thinesh! hahahaha..... And then I met a friend which I have only known via MSN all this while...


It was a very tiring yet fun day especially for them!!! My adorable sister(left) and cool brother. Well, that's what happened this Sports Day!! ^^

Friday, May 2, 2008

Devil May Cry 4 Review





















Devil May Cry fans know what they expect from the action series: they look for fast paced action sequences that require solid timing instead of button mashing. They expect large scale battles with insane bosses and hordes of monsters that barely give the player a second to breath. They also expect characters to take the dangerous settings lightly, with a large dose of sarcasm and a snarky outlook towards the supernatural surroundings they find themselves in. Well, DMC fans, take heart: Devil May Cry 4, the latest chapter in the series and the first true sequel in the Devil May Cry chronology maintains all of these trademarks while showcasing the power of the PS3 fairly well.

See, Dante fans may find themselves a bit disappointed in their favorite character's new role within the series: instead of taking over the spotlight as he has in the previous three games, the anti-hero takes on a secondary position to franchise newcomer Nero. DMC4 is really more of his story and his coming of age within the Sparda-influenced universe than a tale that picks up after the events of DMC1. Is this a bad turn of events? No, not really, although some of the hardcore might wonder if the game could've had a different title with a Dante cameo instead of a Devil May Cry chapter.


The story of Devil May Cry 4 is set in and around the coastal town of Fortuna, which has an interesting tale by itself: it's governed by a militant theocracy known as The Order of the Sword, and protected by a group of Holy Knights. The people of the town worship the demon knight Sparda as a god and savior. During a ceremony in honor of their deity, Nero, a young knight, sees Dante crash through a window and slaughter the leader of the Order, as well as many of his friends. While he doesn't know who Dante is or why he's attacking them, Nero wants revenge for Dante's actions. What follows over the course of 20 missions is a quest of revenge and betrayal, as well as salvation and sacrifice, as Nero hunts Dante down across the land.

Apathetic and dismissive of authority, Nero is a younger, more angst-filled character than Dante's older, wiser and more sarcastic outlook on the world. However, he's just as skilled as the Son of Sparda, with a wide range of abilities to support him in combat. The first, and perhaps most obvious element, is the Devil Bringer, his demonically-enhanced right arm that allows him to project an energy arm ahead of him. This allows Nero to grasp distant objects, which he'll use to reach new areas or scale heights, as well as grab, throw and punch opponents. While this can be used to start or extend obvious combos, perhaps one of the most intriguing elements is that the arm responds differently when used against each opponent in the game. For example, players will grip and throw some creatures by their tails, while others may be pulled apart or even used as weapons against their allies. This can be factored into players' plans when using Nero's primary attacks in battle.


Nero has access to both projectile and melee strikes thanks to his unique weaponry, the Blue Rose and the Red Queen. The Blue Rose is a double-barreled pistol that allows Nero to fire powerful blasts at distant opponents. While slow to fire, the power of these blasts is quite strong, and can eventually be charged-up to provide even more punch. His more devastating attacks come in the form of the Red Queen, a motorcycle throttled, gas-infused sword that can be revved-up to add additional strength behind each combo or blow inflicted on an enemy. This boosting of the sword is known as the Exceed system, and allows Nero to charge the sword up three times, turning the blade red hot with energy and lashing out with fiery blows.

The Exceed system is one that can take a little getting used to. Continually pulling the trigger to rev the sword doesn't work nearly as well as slow, consistent pulls, which boosts the gears of the blade more. It also drops Nero to a slow walk as he reaches behind him and revs the motor of the Red Queen, which can be tricky to pull off consistently in the midst of battle, particularly because it leaves you open to attacks. While you can work on your timing after an attack to instantly charge up the blade, you won't always nail it, so the difficulty of this move is rather high. However, there's another, more pressing issue with the Exceed system, which is that you don't need to use it at all to quickly and efficiently eliminate the monsters within the game. Thanks to the strength and power of Nero's various combat skills and combos, you're better off eliminating your opponents with standard attacks than spending the time to charge up your blade.


What's more, Nero will eventually gain access to a Devil Trigger, which allows him to project the demonic entity that inhabits his arm behind him. Not only will you regenerate lost health, you'll significantly strengthen sword strikes and gunshots. While the duration of the devil trigger is limited by the amount of magic power that you have available, the attacks that you can make are much stronger than anything that the Exceed system can provide, which makes the optional battle tactic somewhat useless by comparison. This is exacerbated when you realize that you can purchase additional magic power and decrease the speed of the magic drain by purchasing enhancements.

Just like other DMC titles, you'll be evaluated at the end of every single mission on how quickly you complete the stage, the number of red orbs that you collect, and how stylishly you eliminated demons in the game. Style, of course, is the most important of the three, since you'll continually be evaluated in battle on the variety of your attacks. This ranges from D (for Deadly) to SSS (for Smokin' Sick Style), and are only mildly degraded if you rely upon the same strike or are hit in the course of battle. These three classifications provide you with a final grade for that mission, which translates into proud souls. These can be redeemed for new abilities and skills, just as red orbs can be redeemed for new items at Divinity Statues.

There are two cool aspects to this system. The first is that while you can quit a mission at any time, you'll still receive a certain amount of orbs and proud souls for your progress. Like previous DMC titles, orb farming is a key facet of the game, and you'll wind up constantly trying to amass as much as possible to help you along your way. This could be either through playing secret missions, or playing a stage over and over to just collect what you can. The second feature is that you can always return any skill or ability that you don't use, receiving a return on your investment towards something that you will want to use. Obviously, this encourages a significant amount of replay of missions and levels to collect as many abilities and items as possible, especially to make the game easier to fight through with either Nero or Dante.


Yep, Dante eventually does make an appearance within the title as much more than a plot device. He does take over as a playable character, and brings with him some of his considerable talents from DMC3. Dante wouldn't be caught dead without Rebellion, his large sword, and Ebony and Ivory, his twin pistols. Ebony and Ivory are much faster than Nero's Blue Rose, and lets you blast away with quick bursts of gunfire at enemies, and they allow you to charge up their blasts for stronger shots. For harder shots, Dante can use Coyote, his sawed-off shotgun to knock monsters down. However, while these weapons are particularly strong in battle, it's their use within Dante's weapon styles that helps define his combos and his battle abilities.


Dante retains his four styles from DMC3: Trickster, Royal Guard, Sword Master and Gun Slinger. Unlike the previous title, you can choose to switch between styles on the fly instead of having to select one at the start of a mission. For example, you can start one combo in Sword Master, switch to Trickster and evade an attack, and finish off a monster with Gun Slinger. This allows you to string together some stylish attacks, particularly if you get the timing down on each style's moves. Dante also has access to his Devil Trigger as well, so you can quickly eliminate monsters or bosses with a concentrated use of this spiritual energy.

However, there are a couple of downsides that you'll find when it comes to Dante. The first is that he doesn't have nearly the same kind of focus that he's had in previous games. His play time isn't nearly as long as that of Nero's - it's more like 30% compared to Nero's 70%, which is somewhat disappointing. (Before you ask, no, you can't take him through Nero's sections of the game.) This disappointment extends to other characters, like Lady and Trish, who feel like more of an afterthought than an addition to the game itself. What's more, the change almost feels abrupt; you'll be relatively used to playing as Nero after a while, and suddenly find yourself switching over to Dante, which will force you to readjust your tactics and moves. It doesn't hamper or wreck the gameplay by any means (and I'm not saying that one of the characters is better than the other; I'm sure players will quickly establish their own favorites), but it is a significantly noticeable change in the way that you approach battle.


Related to this diminished role is that Dante simply doesn't have nearly as many weapons as he did in DMC3. Instead of managing to acquire five guns and five Devil Arms, you'll only have the opportunity to acquire three different weapons within the game. They do have an impressive amount of strength, and fit in quite nicely within the tone of the series. Whether it's the striking power of Gilgamesh, the explosive blasts of Lucifer or the over the top nature of Pandora, the three weapons can all be powered-up and used by Dante's various styles to help him through the various battles. However, if you've fought your way through the fierce difficulty of DMC3, you may feel shortchanged in the equipment department.

What's more, the amount of backtracking and repetition makes the game feel somewhat half-heartedly finished in the design department. Don't get me wrong - I know that there's a certain amount of backtracking that you are going to do within a DMC title; it's almost inherent to the series. But the way in which it's handled in DMC4 is practically a travesty. Without revealing any plot details, I'll just say this: instead of taking Dante and his part of the adventure through new areas, or even forging radically different paths, you'll find yourself trekking back through extremely familiar territory with minimal changes made. This is pretty sad, especially when combined with this reduced role for Dante in the game. It merely serves to highlight the larger role that Nero plays in the game. Then again, Nero doesn't escape repetition that drags out gameplay meaninglessly, either. Believe me: you'll know it when you see it, but you'll gain a new hatred for board games.


Repetitive level design aside, you will want to stick your way through these elements, partially because you'll unlock harder difficulty levels. Initially, the game starts with two levels available: Human and Devil Hunter. It could be me, but after surviving titles like DMC3 and Ninja Gaiden, playing through these two levels weren't particularly difficult at all. However, DMC4 has multiple difficulty levels, six in all, which are only fully unlocked after you complete the game five times. One of the cool parts about these additional difficulty levels is that the game does vary up the gameplay in stages as you climb up in difficulty. The position of monsters or other demons will change, puzzles will get harder and enemies will get access to different weapons or abilities, which help to keep the game fresh.

Personally, I found four of the levels to be a piece of cake, but Dante Must Die mode is much harder in this game than it ever was in DMC3, and will probably result in numerous controllers being shattered in frustration. Seriously, this mode will kick you when you're down and laugh at you mercilessly. The fact that there is another level beyond it that is much harder just mystifies me, and it will take incredible skill and possibly superhuman reflexes to beat it.

Regardless of the level you wind up playing the game on, you and your progress will be recorded on the game's leaderboards, which will rank every mission that you've played and the rating you receive. Not only can you check to see how you did across the various difficulty ratings, but you can also check to see how your score stacks up against the world's best as well as against those of your friends. Apart from these bragging rights, successive playthroughs will unlock the Story Theater, which will allow you to watch any cutscene within the game individually or together in one continuous movie, a gallery with bonus art and character info, and a game library that provides information on every element of the game. Players will also unlock the Bloody Palace, a survival mode where stylish hits add time to a steadily-decreasing clock, giving you another option to farm orbs and souls.


Though the focus might be more on Nero than Dante,DMC4 still has everything that fans expect of the game – over the top fight sequences, tons of replayability and an experience with an excellent production value. Whether it's on the PS3 or the 360, action fans are going to get one incredible experience with this game, and if you own either system, you'll have a great time.

Thursday, May 1, 2008

Iron Man Review



Well basically Iron Man revolves on Tony Stark, a wealthy industrialist and a brilliant scientist. He owns a technological company called Stark Industries. He likes respect, power and women. He can be as childish as a 5 year old kid and can be a real playboy. "Is it better to be feared or respected? I say...is it too much to ask for both?" was my favorite line in the movie.


He invented a 'Jericho missile" for the US Military. The terrorist held him captive and asks him to build them the missile. That's when Iron Man is born. The movie is spectacular. My advice is to watch it!!! It's a movie which you will have no regrets at all. It's something different. It isn't like other superhero movies.



I can just blab about this movie all day, but the real deal is in the cinemas where the movie is playing in front of your eyes.

Thursday, April 10, 2008

Review on Dirge of Cerberus

Dirge of Cerberus: Final Fantasy VII is a third person shooter and RPG developed and published by Square Enix, which is a sequel to the popular 1997 video game Final Fantasy VII, developed by Square Enix. The game's main protagonist is the Vincent Valentine character from Final Fantasy VII.

The game was released in Japan on January 26, 2006, on August 15, 2006 in North America and on November 17, 2006 in Europe and in Australasia. It is part of the Compilation of Final Fantasy VII series, a multimedia collection set within the Final Fantasy VII universe.



Vincent's main weapons are a set of three guns: a handgun, a machine gun and a rifle. All are upgradable during many points in the game. Ammo is obtained either through shops or in the field. The weapons can also be customized, using a variety of accessories that increase power or reduce weight. Materia is used to provide magic shots that consume MP.



Chaos & Galian Beast ( Limit Breaks)

The option using Limit Breaks is also available. Vincent's first limit break, the Galian Beast is available by using up MP (Japanese version) or a single-use item called "Limit Breaker" (US and PAL versions). Another limit breaker is Chaos, though it is not available up until the game's final chapter; it is automatically given to the player at that point.

Bonus material is available in the game, and the method of unlocking bonus material consists of shooting Memory Capsules, which are well hidden and found during the course of the game. Memory Capsules found during the story mode unlock the game's cutscenes, while a variety of Memory Capsules found in the Extra Missions mode unlock various other features, such as a music player, an artwork viewer, a character model viewer and additional extra missions.

Dirge of Cerberus centers around Vincent Valentine and a new cast of characters. Vincent's father Grimoire Valentine is mentioned several times throughout the game as the one who devised a thesis on Chaos but died in an experiment. The playable characters of Final Fantasy VII makes cameo appearances, notably Cait Sith, who is controllable for a brief sequence. A new WEAPON is also introduced, Omega Weapon, which serves as an "ark" for the planet's Lifestream when a calamity arises.

Three years after the events of Final Fantasy VII, an unknown group of powerful SOLDIERs known as "Deepground" appear, bringing a swift and bitter end to the peace enjoyed by the people of world. The members of this enigmatic group are the ones who were trapped under the ruins of Midgar for three long years after Meteorfall; their intention is to call forth the finaWEAPON, Omega, before its time. Awakening Omega will trigger the end of Gaia, as Omega takes the Lifestream and departs for the stars. However, to do that, the DGS need Vincent's Protomateria, the agent by which he controls Chaos, the final WEAPON. The leader of Deepground, Weiss the Immaculate, plans to summon Omega in what he believes to be the best way to do so. He knows that Omega normally would only awaken if an enormous catastrophe occurred. Sephiroth nearly caused Omega's awakening by casting Meteor, and the only thing that saved Gaia was Aeris's Holy. Weiss intends to recreate the effects of a successful casting of Meteor - a massacre on a global scale. Chaos, i.e. Vincent Valentine, attempts to stop Omega, succeeding in temporarily destroying Omega, and killing Weiss.


The Tsviets

The Tsviets are the highest ranking elite squad within Deepground and its chain of command. All of the members of the group are named after colors from different languages, hence the group's name, which is based on цвет, the Russian word for colour. Five members appear in the single player mode of the game, and at least one more member appears in the online mode.

Saturday, April 5, 2008

The Cello is a Beautiful Instrument

The violoncello, usually abbreviated to cello, or plural celli is a bowed string instrument. A person who plays a cello is called a cellist. The cello is used as a solo instrument, in chamber music, and as a member of the string section of an orchestra.

The name cello is an abbreviation of the Italian violoncello, which means "little violone". The cello is most closely associated with European Classical Music, and has been described as the closest sounding instrument to the human voice. The instrument is a part of the standard orchestra and is the bass voice of the string quartet, as well as being part of many other chamber groups. A large number of concertos and sonatas have been written for the cello.

The instrument is less common in popular music, but is sometimes featured in pop and rock recordings. The cello has also recently appeared in major hip-hop and R&B performances, such as singers Rihanna and Ne-Yo's performance at the American Music Awards.
Among the most famous Baroque works for the cello are J.S Bach's six unaccompanied Suites.



From the Classical era, the two concertos by Joseph Haydn in C major and D major stand out, as do the five sonatas for cello and pianoforte of Beethoven which span the important three periods of his compositional evolution.

Romantic era repertoire includes the Schumann Concerto in A minor, the Concerto by Antonin Dvorák, and the two sonatas by Brahms. Compositions from the early 20th century include Elgar's Cello Concerto in E minor, unaccompanied cello sonatas by Zoltan Kodaly (Op.8), Paul Hindemith (Op.25) and W.H. Squire .

The cello's versatility made it popular with composers in the mid- to late twentieth century, encouraged by soloists who specialized in contemporary music (such as Seigfried Palm and Mstislav Rostropovich) commissioning from and collaborating with composers.

The cello has four strings, which are referred to either by number or by their standard tuning, which is in perfect fifth intervals: the A string (I, the highest sounding), D string (II), G string (III), and C string (IV, the lowest sounding). The range of the cello is limited at the lower end by the tuning of the lowest string; at the upper end it varies. A comfortable upper limit for professional cellists is C6 (two octaves above middle C), although up to one extra octave is available. The highest stopped pitch on the fingerboard is somewhere around F♯ 6, but some composers have written higher: for example, Zoltán Kodaly's Sonata opus 8 requires a B6 to be played in the concluding measures.

Music for the cello is written in bass clef with changes to tenor clef or treble clef when necessary to avoid too many ledger lines. Composers before about 1900 usually followed an older convention which largely avoided use of the tenor clef, writing instead in the treble clef with notes sounding an octave lower than written; except when the treble clef followed a passage in tenor clef, when it was to be played at the written pitch.

The cello is typically made from wood, although other materials such as carbon fibre or aluminum may be used. A traditional cello has a spruce top, with maple for the back, sides, and neck. Other woods, such as poplar or willow, are sometimes used for the back and sides. Less expensive cellos frequently have tops and backs made of laminated wood.

The top and back are traditionally hand-carved, though less expensive cellos are often machine-produced. The sides, or ribs, are made by heating the wood and bending it around forms. The cello body has a wide top bout, narrow middle formed by two C-bouts, and wide bottom bout, with the bridge and sound holes just below the middle.The top and back of the cello has decorative border inlay known as purfling.

Cello manufacturer Luis & Clark constructs cellos from carbon fiber. Carbon fiber cellos are particularly suitable for outdoor playing because of the strength of the material and its resistance to humidity and temperature fluctuations.

Above the main body is the carved neck, which leads to a pegbox and the scroll. The neck, pegbox, and scroll are normally carved out of a single piece of wood. Attached to the neck and extending over the body of the instrument is the fingerboard. The nut is a raised piece of wood, where the fingerboard meets the pegbox, which the strings rest on. The pegbox houses four tuning pegs, one for each string.

The pegs are used to tune the cello by either tightening or loosening the string. The scroll is a traditional part of the cello and all other members of the violin family. Ebony is usually used for the tuning pegs, fingerboard, and nut, but other hard woods, such as boxwood or rosewood, can be used. Strings on a cello have cores made out of gut, metal, or synthetic materials, such as Perlon. Cellists may mix different types of strings on their instruments.
The tailpiece and endpin are found in the lower part of the cello.

The tailpiece is traditionally made of ebony or another hard wood, but can also be made of plastic or steel. It attaches the strings to the lower end of the cello, and can have one or more fine tuners. The endpin or spike is made of wood, metal or rigid carbon fiber and supports the cello in playing position. Modern endpins are retractable and adjustable; older ones were removed when not in use.The sharp tip of the cello's endpin is sometimes capped with a rubber tip that protects the tip from dulling and prevents the cello from slipping on the floor.


The bridge holds the strings above the cello and transfers their vibrations to the top of the instrument and the soundpost inside (see below). The bridge is not glued, but rather held in place by the tension of the strings. The f-holes, named for their shape, are located on either side of the bridge, and allow air to move in and out of the instrument as part of the sound-production process. The f-holes also act as access points to the interior of the cello for repairs or maintenance. Sometimes a small hose containing a water-soaked sponge, called a Dampit, is inserted through the f-holes, and serves as a humidifier.

Traditionally, bows are made from pernambuco or brazilwood. Both come from the same species of tree (Caesalpina echinata), but pernambuco, used for higher-quality bows, is the heartwood of the tree and is darker in color than brazilwood (which is sometimes stained to compensate). Pernambuco is a heavy, resinous wood with great elasticity which makes it an ideal wood for instrument bows.

Bow sticks are also made from carbon-fiber, which is stronger than wood. Inexpensive, low-quality student bows are often made from fiberglass. An average cello bow is 73 cm long (shorter than a violin or viola bow) 3 cm high (from the frog to the stick) and 1.5 cm wide. The frog of a cello bow typically has a rounded corner like that of a viola bow, but is wider. A cello bow is roughly 10 grams heavier than a viola bow, which in turn is roughly 10 g heavier than a violin bow.

The bow hair is horsehair, though synthetic hair in different colors is also available. The hair is coated with rosin by the player to make it grip the strings and cause them to vibrate. Bows need to be re-haired periodically, especially if the hairs break frequently or lose their gripping quality. The hair is kept under tension while playing by a screw which pulls the frog (the part of the bow under the hand) back.

The cello is played while seated. Its weight is supported mainly by its endpin or spike, which rests on the floor; it is steadied on the lower bout between the knees of the seated player, and on the upper bout against the upper chest. The neck of the cello is above the player's left shoulder, and the C-String tuning peg is just behind the left ear. The bow is drawn horizontally across the strings. In early times, female cellists sometimes played side-saddle, since it was considered improper for a lady to part her knees in public. A player's handedness does not alter the way the cello is held or used. In exceedingly rare cases the cello has been played in a mirror-image posture: this is usually because of a physical disability of one of the player's arms or hands which makes the required technique impossible for that side of the body. In such a situation, the player must decide whether or not to reverse the set-up of the cello (the string positions, bass-bar, sound post, fingerboard shape, and bridge carving are all asymmetrical)


Cellos are part of the standard symphony orchestra. Usually, the orchestra includes eight to twelve cellists. The cello section, in standard orchestral seating, is located on stage left (the audience's right) in the front, opposite the first violin section. However, some orchestras and conductors prefer switching the positioning of the viola and cello sections. The principal, or "first chair" cellist is the section leader, determining bowing's for the section in conjunction with other string principals, and playing solos. Principal players always sit closest to the audience.

The cellos are a critical part of orchestral music; all symphonic works involve the cello section, and many pieces require cello soli or solos. Much of the time, cellos provide part of the harmony for the orchestra. On many occasions, the cello section will play the melody for a brief period of time, before returning to the harmony. There are also cello concertos, which are orchestral pieces in which a featured, solo cellist is accompanied by an entire orchestra.