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Elandiel BernElve
13th December 2010, 10:41
Welcome Avalonians,

This thread is an archive selection of the best videogames out there providing us with many insights and beautiful stories of black ops, space-age, extra terrestials, secret governmental programs, (exo)politics, ethics and the many dangers, problems and benefits we might encounter were we, mankind, to be space-faring.

Ask a movielover whether he believes Stargates, Aliens and black ops are real and he'll say... Nah they're made up stories for fun!
Ask a gamer the same and he'll say... Doh, why else would they put them in games all the time

Hollywood is known to be the origin of many motion pictures and tv-series considered to be made on purpose to educate or prepare the people for events or era's to come. Stories written by insiders, financed by governmental funds or vague foundations. Creative workplace for one of the most courageous and creative minds we have (Spielberg, Lucas, Scott, Kubrick, Coppola etc.) providing us not only entertainment but also changing our views of the future and providing us with images and glimpses of what might happen or has possibly happened that "officially" noone is supposed to know.

The same can be said of videogames. Altough the image of videogames is nothing compared to that of cinema, the way the insider stories and information are implemented is way more sophisticated than in the world of cinema.
Because according to many, videogames are only about shooting or getting your brain numb, those who pay attention and play certain games from an intelligent and conscient perspective will find themselves in the middle of events that are sometimes directly derived from actual secret recent or past events.

A part from secret reality based stories it's the experience that counts.
The experience of encountering aliens for example, communicating with them, and treat them as any other sentient being. For example: He/She who plays the space opera games will have no difficulty adapting to a world in which extra terrestial life is present thus creating a cosmopolitan attitude towards the future.
Paying attention in games might also create some awakening of facts and information one would otherwise not encounter or see in life as some games are teeming with hints and alternative (media) info about illuminati brotherhoods, forms of control etc. (For Example: Assasin's Creed series)

A part from the (mostly) constant presence of violence in games, the producers and creators of games often consist of the same type of avant garde people that Hollywood once knew. To get the views and information to the people they have to use a factor that always sells, which is, violence thus making it necessary to be included for the thrill and action. With evolving possibilities and AI it's more and more common to find ethics to be a big part of the game creating the possibility not to use violence as a solution and even more concentrate on the story they try to tell you.

From now on I will post on a list of games at random that I've played and found to contain a lot of information or questions about the secret topics we discuss on this forum and proposing you to choose your ethics in the situations. Feel free to add your own experienced games and enjoy the stories of the past present and future posted here.

Note to mod: I posted this on the conspiracy forum as it touches those subjects, feel free to move to a more appropriate section

Love & Peace

Elandiel BernElve
13th December 2010, 10:48
System Shock 2
Type: Sci-Fi, Space Horror
Subjects: Space-Age, AI ethics, Future Technologies, The unknown

The story begins in 2114, forty-two years after the events of System Shock. After joining the United National Nominate, the protagonist — Soldier G65434-2 — is assigned to the Rickenbacker, a military spacecraft. The Rickenbacker is escorting the Von Braun, an experimental faster-than-light starship, on its maiden voyage. A few months into the journey, the ships respond to a distress signal from the planet Tau Ceti V. A rescue team is sent to the planet surface where they discover strange eggs. The eggs infect the rescue team and integrate them into an alien communion that calls itself the Many. The infestation eventually overtakes both ships.
The soldier awakens in a cryo-tube on the medical deck of the Von Braun with amnesia due to a computer malfunction. He is immediately contacted by another survivor, Dr. Janice Polito, who guides him to safety before the cabin depressurizes and demands he rendezvous with her on deck 4. Along the way, the soldier battles the infected crew members. The Many also telepathically communicate with him, attempting to persuade the soldier to join their collective.
After restarting the ship's engine core and purging an elevator shaft, the soldier reaches deck 4 and discovers Polito is dead. He is then confronted by SHODAN, a malevolent artificial intelligence that devastated Citadel Station, a fictional space station, in the previous game. It is revealed she has been posing as Polito to gain the soldier's trust and is responsible for creating the Many.[ They are the results of her bioengineering experiments on Citadel Station. The hacker (System Shock 1) ejected the grove that contained her experiments to prevent them contaminating Earth, an act that also allowed part of SHODAN to survive the events of the first game. The grove crash-landed on Tau Ceti V. While SHODAN went into forced hibernation, The Many evolved beyond her control. SHODAN issues an ultimatum to the soldier, stating his only chance for survival lies in helping destroy her rebellious creations.
Efforts to regain control of the main computer fail. SHODAN informs the soldier that destroying the Von Braun is their only option, but he must transmit her program to the Rickenbacker first.
While en route, the soldier briefly encounters two survivors, Tommy Suarez and Rebecca Siddons, who flee the ship aboard an escape pod.
With the transfer complete, the soldier travels to the Rickenbacker and learns both ships have been enveloped by the infection's source, a gigantic mass of bio-organic tissue. The soldier enters the biomass and destroys its core, stopping the alien infection. SHODAN congratulates the protagonist and informs him of her intentions to merge real space and cyberspace by subverting the reality-altering mechanics of the Von Braun's faster-than-light drive. The soldier confronts SHODAN in cyberspace and defeats her. The final scene shows Tommy and Rebecca receiving a message from the Von Braun. Tommy responds, saying they will return but Rebecca is feeling ill. She is shown speaking similarly to SHODAN.

http://ss2.plasticcloud.com/images/image.jpg

bluestflame
13th December 2010, 10:53
I have this game Systemshock2 ...interesting use of cybernetics nanites and I rekon it has a lot of triggers for recruitments

Elandiel BernElve
13th December 2010, 11:09
Half-Life Series
Type: Sci-Fi Epos
Subjects: NWO, Hightech-Age, Alien control, Future Technologies, Secret Programs, Scientific Ethics, Interplanetary war, Human slavery, Oppression, Rebellion, Freedom

Never ever has a game achieved to make a gamer feel enslaved and oppressed from the first moment of the game, the moment you step out the train into city 17.
The prospect of total control shown in the game is eerily close to a possible future reality

Personal note:
The depth of this story, the reality of the engine at the time, but most of all, the overal experience of this sinister future for mankind left me amazed for weeks.
Deeply inspired by War of The Worlds, and Reptillian control, with tripods and all it does show that however enslaved or controlled mankind can be, always will we believe in freedom and a NWO will never give us what they promise.
This is an ultimate suggestion. Put on the hazard suit and be the free man, Gordon Freeman.


Half-Life Storyline
The Combine Empire invades and takes control of the Vortigaunts' homeworld (which we have never seen), and attempt to enslave them, including their leader, Nihilianth (who is not necessarily a Vortigaunt). A long and bitter struggle ensues, as the Vortigaunts flee from planet to planet, battling and evading the Combine forces. With their backs against the wall, they flee to the border world Xen, where they wait their demise. Xen is sort of like a "subway station" of the universe in that it can be used to cross dimensions. Marc Laidlaw calls it "a dimensional transit bottleneck--an area of continual contention."

(A quick note about Xen: Marc Laidlaw has stated that "nothing is native to Xen" which implies that life Xen is a mish-mash of beings from all over the universe, being willingly or unwillingly transported there. I will refer to the beings from Xen as the "Xenians", which include the headcrabs, ant-lions, vortigaunts, the race that Nihilianth commands, and so on.)
The Combine attempt to hybridize the dominant species of the planet (In Xen's case, the Vortigaunts) with their own technology to create a "Super soldier" that is adapted to Xen's environment and uses powerful Combine technology. (This is what they attempt to do on Earth, as well). Nihilanth and his people fight bitterly against the Combine.
Back on Earth, Gordon is studying for his doctorate at MIT. At Black Mesa in New Mexico, teleportation experiments are taking place. Under the supervision of researchers Eli Vance, Arne Magnusson and Issac Kleiner, crystals are retrieved from Xen, and organisms are analyzed. Research is developing.

Black Mesa's chief competitor for government funding, Aperture Science, also develops its own Portal technology parallel to Black Mesa onboard its many research facilities and enrichment centers, including the Borealis, a research vessel. One day, after what seems to be a severe mishap, the Borealis disappears completely off the face of the Earth, taking all passengers and crew with it. GLaDOS, an artificial intelligence program at Aperture Science, is made operational for the first time at one of Aperture's enrichment centers.
They're waiting for you Gordon, in the test chamber.

(i) GMan Orchestrates The Resonance Cascade, "GMan", a very mysterious figure at Black Mesa, whose motives seem to be independent of both humankind and of the Combine, triggers a resonance cascade within the Anomalous Materials sector of the Black Mesa complex, by bringing in a specific test sample to be used. His selection of this hazardous material is masked by a system crash, to cut out formal communication between scientists. The resonance cascade rips open space-time and forms a portal between Earth and Xen. Nihilanth's race sees the dimensional fissure as an escape route. Of course headcrabs and other life trapped on Xen decide to hitch a ride to Earth, for the fun of it. Black Mesa becomes chaos, as the Hazardous Environment Combat Unit, a United States Marine Corps Special Forces division, is brought in to quell the results of the Resonance Cascade, including the elimination of all humans caught in the cross-fire.

This resonance cascade is so immense in nature, that the Combine Empire notices it, turning their interest to what is happening on Earth.

One man in a HEV suit becomes of great interest to G-Man during the incident. Gordon Freeman, a newly assigned scientist in the Anomalous materials lab, shows exceptional skill in dealing with Xen beings and U.S. troops. G-Man's interest peaks as Freeman navigates through Xen (the Xenians believe that Gordon is just as much of an enemy as the Combine) and defeats the Nihilanth. G-Man is impressed.

Eventually Black Mesa is destroyed by nuclear detonation (noted in OF). Several survivors exist, including Wallace Breen, Black Mesa's former administrator; Barney Calhoun, a security guard; Dr Issac Kleiner, a prominent scientist at Black Mesa; Dr. Arne Magnusson; Dr. Eli Vance; and of course, Alyx Vance, Eli's daughter. Alyx is of particular interest to GMan

(ii) Gordon is Hired - At the end of Half-Life G-Man, impressed by your work, gives Gordon a choice between his death or working for the G-Man. Half-Life 2 assumes he chose life over death. After you choose to work for him G-Man puts you in a slow-time-warp (i.e., you are put into stasis) to call upon you when needed.
Unfortunately, though Black Mesa has been obliterated, Earth has yet to feel the brunt of this disaster. "Portal Storms", a seeming side-effect from the resonance cascade, form a dimensional rift between Xen and Earth. These Portal Storms spread outside the confines of what is left of Black Mesa and throughout all of Earth, providing temporary, chaotic, and destructive links between Xen and Earth. Aliens (from Xen) of all types are teleported into suburbs. Headcrabs crawl along the aisles of grocery stores while others teleport into swimming pools and homes. Utter chaos erupts on Earth. The freed Vortigaunts use these storms as a ticket out of Xen and onto Earth, fleeing from the Combine.

A huge population shift occurs as people move into the cities, protected by soldiers and barbed wire fences, to escape the monsters. A feeling of safety comes over the people of Earth, as they can once again live normal lives within the confines of the cities, as the alien species continue to infest the outside world. Vast networks of ant-lion nests are formed throughout the Earth's crust, housing millions of new species.

The Combine, who have been keeping an eye on Earth since the resonance cascade, finally decide to take action. They plan on taking the Portal Storms to their advantage and use them as a method to mount an invasion on Earth. Now that Nihilanth's race have fled from the border-world to Earth, the Combine can forget about Xen and enslave both Mankind and Nihilanth's race in one fell swoop, on Earth

Forcing space-time and the portal storms wider open, The Combine launches a multi-pronged, all-out assault on the entire Earth. They teleport troops as well as drop-ships, gun-ships, and striders from Combine off-world outposts through the Portal Storms, and onto Earth. Once there, the Combine uses the same technique that they used on Xen on the humans, building a super-army out of the combination of the DNA of the most dominant species on Earth (the humans) and Combine technology.

The primary Citadel is established in City 17. This enormous structure is home to the Earth based Combine control center. Combine armies are produced here as well as vehicles and armaments. Combine presences are established in other cities around the world. (It is hinted that there may be other secondary Citadels around the world, linked by a network.)

While fighting each other, the humans and Combine also have the threat of Nihilianth's race. The freed Vortigaunts ally with the rebel forces, wanting revenge against the Combine. The headcrabs, being headcrabs, just attack anyone they can find. Other monsters find their place assaulting both Man and Combine.

The next stage of the Combine's plan takes root. Wallace Breen, "made" optimistic about the Combine takeover, is appointed the Administrator of Earth, acting as a puppet for the Combine. How he is selected for this role is unknown at this time. Breen's first act is to surrender Earth to the Combine, explaining that the Combine have arrived for good, to immortalize humanity, convinced by the Combine that the loss of life is inevitable in this transition period as Earth joins the Universal Union. Breen formally "surrenders" Earth after 7 hours of combat between Mankind and the Combine. Breen being a human helps the Combine, too. He is a species-specific leader - this helps propagate the lie that the enslavement of humans is a positive step forward, and humans, seeing a human in power, can be more readily coerced into their new lives.

Most of the major population centers of Earth are destroyed. Those still alive move into the country, spreading out to avoid Combine capture. Small pockets of rebel fighters surface, but have to establish bases in un-safe areas in the country, where the Xenians have manifested themselves, finding niches in Earth's ecosystem. Still under the spell of the Combine, and ignoring the massive genocide, Breen views the building rebel force as a group of short-sighted troublemakers.

The remaining populated areas are named City 1, City 2... City 17, City 27, etc and are placed under control of the Combine, who are establishing a huge presence on Earth. The United Nations in New York City is taken over and destroyed. [ screenshot, from Eli's lab ]

Meanwhile, all scientists have evacuated their facilities at Aperture Science, including their main enrichment center. The events of Portal take place. 1 The 'Aperture Science Hand-Held Portal Device' is inadvertently released into the wild, however, it is not known what becomes of it.
Wallace Breen takes residence in the top floor of the City 17 Citadel, under the close counsel of the Combine, attempting to quell the rebels. Breen attempts to console humanity by permanently making a connection between himself and it. He does by controlling the media. Huge television screens are erected in city centers. Newspapers, television, and other forms of communication are censored and their content is controlled.

Breen's message is simple: That humanity should not attempt in any way to cause friction in the transition period as mankind integrates itself with the Combine. He believes in order to join this Universal Union, Man will have to sacrifice a lot, but he still believes that the ends justify the means. He truly believes that joining the Combine will be positive to humanity, and tries to convert the rest of it to his point of view. After The Portal Storms, mankind are in such disorder that they can and will believe something like this.

Ruling by fear, the Overwatch assure to continue to protect human city centers from the outside aliens, and thus fearful humans continue to live in the cities out of fear for their families and themselves. The Overwatch's brutal reign begins.

http://www.mtv.com/games/video_games/images/promoimages/d/dime/when_aliens_attack/half_life_2.jpg

The Combine's purpose with Breen is also simple. His purpose now is to prepare Earth for an eventual total Combine migration. His job is to eliminate any resistance to the Combine. Using controlled raids and a "civil-protection" force, Breen captures and converts any resistance to stalkers [for definition, see Expanded Info section], human slaves. Additionally, the Overwatch attempt to re-enslave the Vortigaunts, with some success. The Combine's ultimate purpose is to convert all of humanity into stalkers, and all of the vortigaunts into the slaves they were before Gordon freed them.More important minds are taken to Nova Prospekt, where they are stored in containment and experimented on - the Combine want to get as much knowledge out of humanity as they can before they destroy it. All of these things are leading to a drastic change in the purpose of humanity - it is about to become a slave race.

The Combine Overlord orders some transitional tasks, above and beyond Breen's power. First of all, the Overwatch enact a Suppression Field to prevent humans from procreating. (In particular, protein chains important to the development of an embryo were specifically blocked.) They do this so no new humans can be born, and that the humans left on Earth will be the final generation of them. They also put a biochemical in the water supply to make people gradually forget the past, and so they can more easily comply with Breen and the Combine - to forget why they hate them. Finally, the Combine begin to drain Earth's oceans. These tasks show that the Combine are preparing Earth for new residents.

The Human Rebellion is Gordon's first official assignment after Black Mesa, and his second assignment under the supervision of G-Man. G-Man pulls Gordon out of the slow-time warp for his assignment. Once Gordon is discovered, Wallace Breen makes his capture or death a top priority for Combine Overwatch officers.

Gordon continues to slip out of the Combine's grip and at Nova Prospekt, lands a huge blow against the Combine. This sparks a massive revolution among citizens, who begin a much larger rebellion than before. Chaos erupts in City 17 as Wallace Breen and the Combine Overwatch try frantically to end the spreading revolution, and the Citadel is put into full attack mode, with Combine soldiers flooding the streets. Vortigaunt refugees from Xen ally with the resistance, as they see the Combine as the greater threat. G-Man, maintaining full control over Gordon, oversees his mission, assisting him where necessary.

At the end of HL2 you complete your assignment, by destabilizing the Citadel in City 17, the Combine throne on Earth. As a result, the Combine's communication network has been taken down, and the Combine forces are fractured and leaderless.

GMan tosses his pawn back into stasis. Gordon is now in hypersleep, as he has completed his job, and he is no longer needed. GMan is about to warp in and transport Alyx when he is intercepted by a group of Vortigaunts. They warp in, rescue Alyx, and transport her outside in front of the Citadel. They pull Gordon out of stasis, and transport him to a location near Alyx. Both of these things happen against GMan's wishes. The Vortigaunts have in effect taken control of Gordon, blocking GMan from intervening in Gordon's adventures. GMan has to resort to kindly asking Gordon to protect Alyx when the Vortigaunts let their guard down to save her life in Episode 2.

The Combine on Earth have lost their primary method of communication with their Combine leaders. In a last-ditch effort, they decide to destroy the Citadel in the creation of a high-energy "super-portal". In conjunction with the creation of this super-portal, the Combine need to send a transmission packet back to their homeworld detailing to their forces how to access it - what amounts essentially to a high level reinforcements request. This process will lead to the deaths of all of the rebel forces and evacuees of the city. The Combine also prepare the remaining Combine for escape via escape pods during the meltdown.

Why do the Vortigaunts pull Gordon out of stasis and place him just outside the Citadel? I believe they want Gordon to stop or at least delay the destruction of the Citadel. They want Gordon to stabilize the core reactor of the Citadel so that the rebel forces and the rest of the Vortigaunts can safely evacuate the city before it is destroyed.

Why doesn't GMan like them doing this? The way I see it, GMan wants that reactor to be destroyed as soon as possible and that transmission packet to be sent, at any cost. Why? Because it seems GMan is trying his hardest to lure the rest of the Combine forces over to Earth. This seems like GMan's plan from the beginning, the reason why he got Gordon to destroy the Citadel. This reason is to bait the rest of the Combine over to Earth so they can be fought on Earth, or so that GMan could distract the Combine while he mounts an attack on the Combine's homeworld. The way GMan sees it, hundreds of thousands of human and Vortigaunt lives will be lost in the destruction of City 17, but if that message is sent, GMan could win an interstellar war. On the other hand, the purple Vortigaunts care more about the lives of the members of the Resistance and the citizens of City 17 on Earth than winning the war.

Unfortunately for GMan, Gordon and Alyx do stabilize the core (or at least, for a few hours) to allow the Resistance to evacuate. Though, in the end, this allows the Combine enough time to send their message, as well as successfully evacuate the Combine escape pods from the Citadel, in a stunning discharge of raw portal energy, leveling City 17. These escape pods are dispersed all over the countryside surrounding the remains of City 17. As a result, the immense super-portal is now operational and is awaiting the opening of another dimensional gateway from the Combine side.
Alyx and Gordon manage to secure two transmission packets from the Citadel. On the first packet are contained the exact coordinates and instructions for the operation of setting the super-portal as a gateway to send troops. The second packet is more intriguing- exact coordinates and blueprints depiciting the location of the missing Borealis freighter. On board is believed to contain a portal technology much more advanced than Black Mesa's.
Despite sustaining a massive attack, aided by a code from the transmission packet, the rebel forces manage to launch a rocket, which in concert with the satellites launched over 20 years earlier during the resonance cascade, is able to shut down the super-portal. The Combine is held at bay, for the time being. However, as Gordon, Alyx, and Eli (unfortunately) learn, the hatched Combine Advisors are still roaming the countryside, feeding on the very rebels that are trying to take them down.

What happens next, will of course, be shown to us in Episode 3.

Luke
13th December 2010, 11:13
Do not forget Deus Ex .. not to mention Fallouts!

Wookie
13th December 2010, 11:19
Since my recent relaps back into "World of Warcraft" and the recent expansion pack "Cataclysm" I have wondered about the parallels to 2012 predictions. Now is the entertainment industry just playing to popular interest? or are they attempting to influence the direction popular interests goes in? I found it interesting how many thousands of people simply stopped playing/living because they knew the "Cataclysm" was coming. "Why bother playing/living when the end is so close" Seeing hundreds if not thousands of players celebrate the end of the world or "Cataclysm" made me wonder about the power of collective mind set can have on a "world". How much influence does our own mind set have on the world we live in? How much Influence does hundreds of thousands of people with like mind sets have on the world? Could it be that entertainment is focusing popular interests to a set goal? Will simply making people think about a "Cataclysm" bring about one in the real world? With so much "entertainment" focusing on paranormal, sci-fi, and end times, is it just good subject matter that sells? or is there a darker force at work? With shows like X-Files, Fringe, and The Event are our minds being opened up to new ideas or is it just good entertainment? I really don't know, but I sure did look forward to the "Cataclysm" and now that it has happened I am having a blast playing the new content. FOR THE HOARD!!!!


Peaceful Journeys and death to the Alliance. Wookie

Elandiel BernElve
13th December 2010, 11:41
DOOM III
Type: Sci-Fi horror
Subjects: Hightech-Age, Ancient-aliens, Future Technologies, Secret Programs, Scientific Ethics, Multi Dimensions, Rebellion, Freedom, Soul snatching

Personal note:
Greatly anticipated after many years, a new doom game. id software is known to make typical 1st person shooters often including occult symbolism and ingredients.
It gives you the actual feeling of playing something you better shouldn't. The game is enourmously over the top. However it does touch, once again on the issues of non controlled governmental programs, how they go wrong and what the consequences might be if such projects are left without morale boundaries.
The combination of high tech, morale-less uncontrolled R&D in combination with horror, occult scenes and scaring the crap out of you brings a gut feeling of not feeling comfortable at all with the idea such research and experiments are actually conducted. It made me to rethink about how free science must be left when venturing in the unknown and parallel dimensions.
The demons from hell pooring from the "underworld" are a direct metaphore for the Reptillian draconic race living supposedly underground and feeding off our souls

Doom III is set in the year 2145. Much of the game's story and dialogue was created by author Matthew J. Costello. According to the game's backstory, the Union Aerospace Corporation (UAC) has grown to become the largest corporate entity in existence, and has set up a research facility on Mars. At this base, the UAC are able to conduct research into several scientific areas, including advanced weapons development, biological research, space exploration and teleportation. Due to the facility's position on Mars, the UAC can perform its operations outside of legal and moral boundaries. As the player progresses through the game, they learn that the employees on the base are unsettled due to a large amount of incidents involving hearing voices, unexplained sightings and increasing cases of paranoia and insanity, often leading to fatal accidents with the facility's machinery. Rumors regarding the nature of experiments in the UAC's Delta Labs division are especially prevalent among the base's employees.
These rumours have started after the UAV discovered an ancient archeological site.
The dig is excavating the ruins of an ancient civilization discovered on Mars, and has produced a relic known as the Soul Cube. According to a scientist the marine finds alive in the labs, the Soul Cube is a weapon created by the ancient civilization to defend against the forces of Hell. The scientist also reveals that the invasion began when Betruger took the Soul Cube into the portal at the beginning of the game, depositing it in Hell. The marine pursues Betruger through the labs, but is pulled into the main teleportation portal after being lured into a trap by Betruger.
The portal takes the marine directly into Hell, where he proceeds to fight his way through the large number of demons to the Soul Cube, defeating its demonic guardian. The marine is then able to reinitialize the teleportation equipment left by research expeditions into Hell and return to the Delta Labs. Betruger, however, tells the marine that although the main UAC teleporter has been destroyed, Hell is opening a Hellmouth on Mars, capable of bringing millions of demons to Mars. Further in the Delta Labs, the marine encounters an injured Swann. Swann informs the marine that Kelly has been working with Hell for the whole time, and has been transformed by the demons. Telling the marine that Campbell has gone after Kelly, Swann gives the marine his PDA containing information on the location on the Hellmouth under the surface of Mars and assures him that he will try to make his way out of the base alone.
However, when the marine catches up with Campbell in the central computer processing sector of the base, Campbell is mortally wounded and only has enough strength to say that Kelly has taken Campbell's BFG 9000 weapon before expiring. Kelly then begins to taunt the marine in a demonic voice. The marine eventually faces off with Kelly in the central computer core, revealing Kelly as a cybernetic human grafted onto a tank-like base. The marine is able to kill Kelly and takes the BFG 9000 before proceeding deeper under the Martian surface to Site 3, the archaeological dig site where the Soul Cube was unearthed. At the primary excavation site, the marine discovers the Hellmouth, defended by Hell's mightiest warrior, the Cyberdemon. Using the Soul Cube, the marine defeats the Cyberdemon in combat, and the Soul Cube then seals the Hellmouth. The ending cut scene shows the reinforcements from Earth arriving at the base to discover the carnage. They find the marine alive, but discover that Swann has died. They are, however, unable to locate Betruger, who in the final scene is shown in Hell, reincarnated as a dragon-like demon.

http://www.pantherproducts.co.uk/Games%20Zone/Images/doom3_big2.jpg

Elandiel BernElve
13th December 2010, 11:48
Haha I'm at work and I've done nothing but putting this thread together :)

I'll take a break and work for once, after an hour or so you can expect the following games to be added:
Mass Effect series
Fallout 3
Call Of Duty Modern Warfare series
Call Of Duty Black Ops (there is a LOT going on there)
StarCraft
BioShock
Quake 4
Assasins Creed series
and many many more...

Love & peace!

Arpheus
13th December 2010, 11:57
I am glad i quit World of worlcraft about a year and a half ago,man i wasted to much time of my life sinking precious time into that game heh,i own a PS3 i enjoy rpg genre type of game platforming and action adventure stuff,not that big into shooters although i own a couple,recently i played god of war 3 and lemme tell ya it felt good kicking al the gods butt and letting them know i do what i want LOL.I am currently playing darksiders and am thinking of picking up mass effect 2 next month .

Elandiel BernElve
13th December 2010, 12:07
@ Arpheus
MMORPG (massive multiplayer online role playing games) are known to add nothing (informative) to life but hours and days of numb gaming.
In the end you're left with a few game palls situated all over the world.
Therefore I am not a fan at all of those massive online games, nor the facebook simple one alikes. Such games are litterally to keep us from thinking or doing something useful.

G.Deluca
13th December 2010, 12:20
DARK VOID
Dark Void is a sci-fi action-adventure game that combines an adrenaline-fuelled blend of aerial and ground-pounding combat. Set in a parallel universe called �The Void,� players take on the role of Will, a pilot dropped into incredible circumstances within the mysterious Void. This unlikely hero soon finds himself swept into a desperate struggle for survival, joining forces with a rebel human group called The Survivors. Trapped in the Void, these resistance fighters are battling to hold off a mysterious alien race that plans to threaten Earth.

i might add that there are a lot of annunaki statues and temples in the game and that the aliens are parasites of human bodies

as eliandes said assassin creed is very interesting too
i noticed that they are doing it not only with video games but also with mangas and animes in japan but that would require a new thread :)

muxfolder
13th December 2010, 12:30
My all time favourite is Ultima V. It's full of symbols I didn't understand at the time I played it and somehow it was very addictive. And of course then there's Civilization series. Playing the newer ones (IV and V) you really learn how the system works.

Luke
13th December 2010, 12:44
And of course then there's Civilization series. Playing the newer ones (IV and V) you really learn how the system works.
That would be "how you are told the system works" .. played those, and it is pure plain disinfo , especially in areas of science and economy. Sure Benny Barnacle likes them, he acts like his knowledge comes precisely from that model.
/rant

The One
13th December 2010, 12:58
The lawyers and the government regulated our lives for our own good with Playstations, Nintendo Wii , X-boxes etc etc

Take me back to the 60s 70s 80s

Elandiel BernElve
13th December 2010, 13:22
Mass Effect
Type: Sci-Fi, Space Opera
Subjects: Space-Age, AI ethics, Future Technologies, Ancient Aliens, Extra terrestial, Exopolitics, freedom of thought, space colonization, intolerance, vigilantism, super soldier project, black ops (cerberus) and secret agendas.

Personal note:
Mass effect is as "sexy", mature and flashy as a game can get nowadays.
I mean that in a positive way. Mass Effect 1 could be a little bit boring, slow, timid and too decent but Mass Effect 2 makes you forget those flaws.
It looks awesome, it feels good, it goes fast, it feels real, it's very profound, the vangelis style synth music gets you high and the atmosphere feels like dropping in high tech Coruscant with a sense of Blade Runner film style mixed with contemporary more cosmopolitan and open minded ideas of the 21st century. (imagine making love after a built up relationship with a sassy blue extra terrastial beaty) The controverse even made it to the conservative news in the usa. If they dont want people to play it it's reason enough to consider it necesarry to experience!


Setting
Project Director Casey Hudson explained the term "Mass Effect" as follows:
Inside the game universe, mass effect is a newly discovered (for humans) physics phenomenon that has properties along the lines of other physics forces such as gravity and electromagnetism. It’s what physicists in real life are currently calling "dark energy", as an explanation for the accelerating expansion of the universe — which has only recently been discovered and flies in the face of the previous notion that the universe’s expansion should be slowing down because of gravity.
Hudson explains that certain creatures are evolved to sense and manipulate mass effect much like some real-life creatures such as sharks and electric eels can sense and manipulate electromagnetism in peculiar ways. Some humans are preternaturally capable of these abilities, which can be enhanced via implants, and the trained manipulation of Mass Effect is referred to as biotics.

Story
Mass Effect is set in the year 2183 CE. Thirty-five years prior, humankind discovered a cache of technology on Mars, supposedly built by a technologically advanced but long-extinct race called the Protheans. Studying and adapting this technology, humanity has managed to break free of the solar system and has established numerous colonies and encountered various extraterrestrial species within the Milky Way galaxy. Utilizing alien artifacts known as Mass Relays, the various space-faring races are able to travel instantly across vast stretches of the galaxy. Within the game, humanity has formed the Human Systems Alliance, one of many independent bodies that make up the collective of "Citadel space".
The Human Systems Alliance is a rising power in the galactic stage. The only war they have participated in was the "First Contact War" in 2157. A human exploration expedition was activating dormant mass relays (which was a practice considered unsafe by citadel races). The turians attacked the small fleet and proceeded to capture the closest human world, Shanxi. The turians proceeded to starve out the remaining humans and occupy the planet. Facing starvation the human garrison surrendered to the Turian Hierarchy. One month later, the human Second Fleet responded by annihilating the turian fleet around Shanxi. In response the turians prepared for full scale war. The citadel council saw that humanity would either be annihilated or annexed by the turians and stepped in. The humans were then given an embassy in the Citadel Council.

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Citadel space, as a whole, is ruled by a body of government known as the Council, which is made up of members of the three prominent alien races: the asari, a race of mono-gendered aliens which closely resemble blue-skinned human females; the short-lived salarians; and the raptor-like turians. Other alien species seen in the game include the reptilian krogan, the four-eyed, humanoid batarians, the aquatic hanar, and the methodical and quadrupedal elcor, and the environmental-suited quarians and volus. Dozens of other aliens are asserted to exist throughout the galaxy, but are not seen or mentioned in the game.
The game takes place primarily in two locations: the prototype frigate SSV Normandy, and the Citadel, a gigantic, ancient space station purportedly built by the Protheans and which currently acts as the center of galactic civilization. Throughout the game, however, the player may navigate the Normandy to various planets, moons and other destinations
The game begins aboard the experimental SSV Normandy, commanded by Captain Anderson and his executive officer, Commander Shepard. The Normandy is sent to the human colony world of Eden Prime to recover an unearthed Prothean beacon. To assist in recovering the beacon, the Citadel Council, the galaxy's primary governing body, has sent one of their top agents, a turian "Spectre", named Nihlus.
A small team consisting of Nihlus, Shepard, biotic Kaidan Alenko, and the quickly-killed Corporal Jenkins, who is replaced by Gunnery Chief Ashley Williams, discover that the Eden Prime colony is under attack by alien synthetic life-forms known as the geth, led by a rogue turian Spectre named Saren Arterius, who kills Nihlus. After the battle ends, Shepard locates the beacon and receives a vision. While initially struggling to understand the vision, it turns out to be images of biological creatures being slaughtered by machines.
The Normandy and its crew are summoned by Ambassador Udina, the Alliance's representative on the Citadel, to the Citadel station to report on the matter. Unfortunately, Shepard is unable to convince the Citadel Council of Saren's treason without solid evidence. Citadel Security officer Garrus Vakarian and krogan mercenary Urdnot Wrex lead Shepard to a quarian mechanic named Tali'Zorah nar Rayya, who possesses a recording of a conversation between Saren and an asari Matriarch named Benezia, discussing their victory on Eden Prime. The recording also mentions the return of a force known as the Reapers, as well as an artifact called the "Conduit." Confronted with this evidence, the Council revokes Saren's status as a Spectre. They then make Shepard the first human Spectre so that he or she can legally hunt down Saren alongside his or her squad, consisting of Kaidan, Ashley, Garrus, Wrex, and Tali.

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Command of the Normandy is given to Shepard, who uses the ship to follow up on several leads provided by Anderson and Udina. On Therum in the Artemis Tau Cluster, Shepard finds and rescues Dr. Liara T'soni, Matriarch Benezia's daughter, who is an expert on the Protheans and joins Shepard's squad. On Feros, Shepard fights off an army of geth and destroys an ancient life form known as the Thorian, a sentient plant-like creature that has the power to control whoever inhales its spores. Shepard also learns of Saren's flagship, Sovereign, which seems to possess unique mind-control capabilities. On Noveria, Shepard tracks down Matriarch Benezia while fighting off both geth and alien insects known as rachni. Benezia is eventually defeated, and she reveals that her mind is not being controlled by Saren, but that her and Saren's mind are being controlled by Sovereign. She soon reverts to Sovereign's control, and resumes attacking Shepard at which point Shepard is forced to kill her.
After completing two of the previous three planets, Shepard learns a salarian infiltration unit has uncovered one of Saren's bases on the planet Virmire. Once he/she arrives, Shepard learns the base is being used to breed an army of krogan warriors. When Wrex finds out that Saren found a cure for the genophage, which makes krogan breeding nearly impossible, and that Shepard wants to destroy it, he briefly considers betraying them for Saren. Depending on the player's actions, Shepard either talks him down, kills him with Ashley's help, or if the player has enough Charm skill, he can avoid killing Wrex. Either way, with the salarians' assistance Shepard assaults the base to detonate a nuclear device inside its walls. Inside the base Shepard discovers another Prothean beacon, which transfers its knowledge to him or her.
Shepard is then confronted by Sovereign itself, which reveals that it is what the Protheans and geth consider to be a Reaper. Sovereign reveals the true terrible nature of the Reapers and their designs. The Reapers are patient predators that remain inert for millenia as organic life develops, allowing these species to discover the mass relays (themselves constructs of the Reapers) and expand throughout the galaxy along those pre-existing routes. Once these races have reached a certain level of expansion, the Reapers awaken and sweep across the galaxy rapaciously, always discovered by their prey far too late to effect any defense. In truth, the Protheans were not the originators of interstellar travel and galactic civilization, but rather were merely just another in a long succession of hapless races systematically sowed and harvested by the Reapers as part of an inexorable cycle that has gone unabated for eons. Sovereign sees Shepard and his kind as no different from those that have come and gone before.
After planting the nuclear bomb and attempting to escape the facility, the team is attacked by Saren. He explains that he has allied himself with the Reapers to save organic life by making it "useful" to the Reapers. Shepard refuses to accept Saren's plan, and escapes Virmire before the nuclear warhead is detonated, at the cost of either Kaidan's or Ashley's life.
With the information Shepard's party has gained, Liara is able to pinpoint the Conduit's location on a Prothean world known as Ilos, a planet accessible only by a long-lost Mass Relay located deep within the hostile Terminus Systems. Shepard returns to the Citadel to request permission from the Council to pursue Saren, but Shepard's request is denied by the Council, who consider the existence of the Reapers too unclear to risk a war with the Terminus Systems. Ambassador Udina locks Shepard out of the Normandy, but Captain Anderson steps in and helps Shepard steal the ship back.

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On the surface of Ilos, Shepard follows Saren into an ancient bunker deep within the planet, and encounters a Prothean computer system named Vigil, which explains the Reapers' methodology. Vigil explains that the Protheans on Ilos put themselves in underground preservation chambers in order to escape their destruction by the Reapers. Vigil also explains that the Citadel Station is actually a massive mass relay facility built by the Reapers to summon them from the dark space outside the galaxy. The Prothean researchers on Ilos created the Conduit, a miniaturized Mass Relay that allowed them to travel to the heart of the Citadel. Once inside, they sabotaged the process that would summon the Reapers. Sovereign planned to have Saren use the Conduit to storm the Citadel with a geth army past the outer defenses, and activate the Citadel's Mass Relay manually.
Shepard pursues Saren through the Conduit. At the same time, Sovereign and a massive geth fleet assault the Citadel. Sovereign lands on the central tower of the Citadel and begins activating the relay, while Saren uses the Citadel's defense systems to protect it. Shepard fights through a geth army, then meeting up with Saren. In this confrontation, Saren explains how he had Sovereign implant him. The player can either kill Saren in combat, or convince him that he's making a mistake, prompting him to commit suicide. The Human Systems Alliance fleet arrives to reinforce the Council fleets, while Shepard exposes Sovereign to attack. At this point, Shepard has a choice between ordering the Alliance fleet to save the Council or go directly after Sovereign. Saren's corpse then reanimates under Sovereign's direct control through the use of cybernetic implants, and begins attacking Shepard while the Alliance attacks Sovereign itself. Sovereign is eventually destroyed by the Normandy's main gun, and the reanimated Saren corpse disintegrates.
The precise ending of the game depends on several factors, including whether or not Shepard opts to save the Council during the final battle, and whether Shepard has a higher Paragon or Renegade meter. If Shepard chooses to save the Council, the Council will thank the humans for sacrificing many lives to save them, and let the humans join the Council. If the player chooses to let the Council die, humans, due to their bravery will be looked up to by the other species and, due to the Citadel's weakened state, step up as the new galactic leader. If Shepard chooses "Concentrate on Sovereign," the Council will die as well, although the player gets more Paragon points. At the end of the game, Shepard is also allowed to choose between Ambassador Udina or Captain Anderson as the new galactic leader or Council member in the aftermath. Regardless of the choice, the Council believes that the Geth threat is over. However, Shepard knows that the Reapers are still a threat and that they must be stopped. The scene is ended with Shepard walking away as Anderson or Udina make their speech.

Mass Effect's story primarily falls within the space opera genre and explores themes such as freedom of thought, space colonization, intolerance, vigilantism, and artificial intelligence. The story, with its man-vs.-machine elements, has drawn comparisons to both Fred Saberhagen's Berserker novels and Battlestar Galactica, as well as to Frederik Pohl's Gateway novels. The elements of machine culling organic life are similar to and Alastair Reynolds' Revelation Space. According to Casey Hudson, the project director at BioWare, the films Aliens, Blade Runner, Star Wars, Star Trek II: The Wrath of Khan and Starship Troopers all served as influences for the game.

Since Star Wars, Mass Effect is one the few Sagas able to achieve the same level of overall completeness including conflict on every scale from galactic to personal.

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Elandiel BernElve
13th December 2010, 13:33
Mass Effect 2
Type: Sci-Fi, Space Opera
Subjects: Space-Age, AI ethics, Future Technologies, Ancient Aliens, Extra terrestial, Exopolitics, freedom of thought, space colonization, intolerance, vigilantism, super soldier project, black ops (cerberus) and secret agendas.


Mass Effect 2 begins in 2183, weeks after the ending of Mass Effect. On patrol to locate and destroy any remaining geth, the Normandy and its commanding officer, Commander Shepard, are attacked by an unknown starship. The ship inflicts heavy damage on the Normandy and the crew is forced to evacuate. Joker, the helmsman of the ship, continues piloting and Shepard is forced to rescue him. Before Shepard can board an escape pod with Joker, another attack by the enemy ship separates Shepard from the pod, forcing the Commander to launch the escape pod to save Joker. A subsequent explosion blows Shepard away from the ship and debris slices through Shepard's suit, causing the Commander to die in the vacuum whilst entering a nearby planet's atmosphere.

With the help of Liara T'Soni, one of Shepard's former associates who survived the attack on the Normandy, Shepard's corpse is retrieved by Cerberus, an extremist pro-human organization. Over the course of two years, attempts are made to bring Shepard back to life via the Lazarus Project. Shepard awakens in 2185 aboard a Cerberus space station that is under attack. After Shepard aids Cerberus agents Jacob Taylor and Miranda Lawson, Shepard is granted an audience with the Illusive Man, who explains that Shepard was revived and 'upgraded' so that the Commander could investigate and combat a new threat. Human colonies are being attacked, and their colonists are disappearing. The Illusive Man believes this is the work of Shepard's old enemies, the Reapers, a race of sentient machines that periodically harvest all intelligent life in the galaxy once civilization reaches a certain point.

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Shepard, along with Jacob and Miranda, is sent to investigate a recently attacked colony known as Freedom's Progress. While exploring the colony, they encounter Tali, one of Shepard's former squad members, and discover that a mysterious insect-like species known as Collectors were behind the attack and are responsible for abductions at other human colonies. The Collectors live beyond the Omega-4 Relay, a treacherous mass relay with a grim history; no non-Collector ship that has ever passed through the Omega-4 Relay has ever returned. The Illusive Man places Shepard in command of the Normandy SR-2, a more advanced and upgraded frigate modeled after the original Normandy equipped with an onboard A.I. known as EDI (Enhanced Defense Intelligence). With the Illusive Man's guidance, Shepard sets out to recruit a team of highly trained specialists for what is assumed to be a suicide mission.

The Illusive Man initially provides Shepard with dossiers regarding potential recruits: a salarian scientist, a mysterious vigilante named Archangel, a krogan warlord, and a powerful but unstable biotic. The salarian, Dr. Mordin Solus, is found on Omega, working to stop a plague engineered by the Collectors and spread by gangs of Vorcha. Archangel is also found on Omega, and is discovered to be Garrus Vakarian, one of Shepard's previous squad members. The krogan warlord, Okeer, is found attempting to create the perfect krogan through unethical genetic research. Okeer is killed by attacking Blue Suns mercenaries, but he leaves his creation, Grunt, in Shepard's care. The biotic, Jack, is revealed to be a woman also known as "Subject Zero." Cerberus arranges for her to be purchased from the prison holding her; Shepard travels to the prison ship, but is betrayed by the warden, who attempts to capture Shepard for a bounty. Shepard escapes and rescues Jack, who joins the team. If the player has purchased the relevant downloadable content, The Illusive Man will also have dossiers on Zaeed Massani, a veteran mercenary, and Kasumi Goto, a master thief, which Shepard picks up on Omega and the Citadel respectively.

The Illusive Man reveals that a human colony known as Horizon, is under Collector attack, and dispatches the team to save the colony. He notes that one of Shepard's surviving crew members, either Kaidan Alenko or Ashley Williams depending on who the player sacrificed on Virmire in the first game, is stationed at the colony. Shepard arrives and battles the Collectors in an attempt to save the colony. The Commander stops the Collector attack by re-activating the colony's defense batteries forcing the Collectors to flee on their ship. Shepard saves only half of the colonists, the Collectors abduct the rest. Shepard then reunites with a former team member, who leaves feeling betrayed by Shepard working for Cerberus.

It is later revealed on the Normandy that the Illusive Man leaked a tip about Shepard being alive to the Alliance and that the Collectors intercepted this message indicating that the Collectors have a personal interest in Shepard. Shepard is also provided with additional dossiers on more potential recruits: an asari Justicar, a drell assassin, and Tali. The Justicar, Samara, joins the team after Shepard investigates the Eclipse mercenary group and its involvement in a murder. The drell assassin, Thane Krios is in the midst of an assassination mission. Learning of Thane's next target, Shepard finds Thane, who dispatches his target and joins the team. Tali is found in the outer rim of the galaxy, running a scientific survey that comes under geth attack. After she is rescued from an immense geth force, Tali joins Shepard.

The Illusive Man contacts Shepard again after intercepting a turian emergency transmission, claiming a turian battle group engaged and disabled a Collector ship before being destroyed. Believing valuable information could be learned from the Collector ship, Shepard and his team locate the ship. Inside the ship, Shepard learns that the Collectors were originally captured Protheans that were indoctrinated and genetically altered to become slaves of the Reapers. The Collectors that Shepard has encountered are under the direct control of a Reaper named Harbinger. With EDI's help, Shepard locates information on how to bypass the Omega-4 relay, but the derelict ship turns out to be a Collector trap, and Shepard and his team are forced to battle back to the shuttle and escape before the Collectors can destroy the Normandy. EDI also determines that the Illusive Man knew the signal was a trap but dispatched Shepard to the collector ship in order to gain more information about them. When questioned about this, the Illusive Man argues the deception was necessary in order for the Collectors to believe they had the upper hand and that alerting Shepard to this could have tipped off the Collectors.

Later on the Normandy, the Illusive Man reveals that the Omega-4 relay - beyond which lies the Collector base - requires Reaper technology for the Normandy to safely navigate through it. Cerberus has located a derelict Reaper, disabled millions of years beforehand, and has sent a science team to recover the device - an IFF transponder. Upon boarding the ship, the derelict vessel puts up kinetic barriers preventing the team from departing the ship. Shepard later discovers that the Cerberus science team members have been killed and transformed into Husks. While battling through swarms of husks, Shepard encounters a friendly geth that saves Shepard from an ambush by several husks. Shepard later recovers the IFF and salvages the geth which is attacked and disabled by the husks. In order to escape the ship, Shepard destroys the reaper's Mass Effect core taking down the kinetic barriers but also destroying the ship. Shepard may turn the geth over to Cerberus or activate it. If activated, the geth adopts the name Legion and joins the team.

Shepard departs with the recruited members on a shuttle towards their next mission as the Normandy prepares the IFF for testing. However, after the IFF is activated, it emits a tracking signal and the Collectors are able to locate and board the Normandy. Joker is forced to give control of the ship to EDI - a potentially dangerous move. Gaining control of the ship, EDI pilots the Normandy away from the Collectors and rids the ship of all enemies, but the entire crew barring Joker is taken by the Collectors. Shepard's hand is forced - Shepard can either complete secondary missions and sacrifice the Normandy's crew, or immediately go through the Omega-4 relay to rescue them.

After traveling through the relay, the game may proceed in different ways. Depending on whether Shepard enters the Omega-4 relay quickly, has upgraded parts of the Normandy, and has earned the loyalty of team members, any combination of crew and team may survive the final mission, which ultimately influences Shepard's fate. After entering the relay, the Normandy enters a massive debris field littered with the wrecks of ancient starships that tried to navigate the Omega-4 relay. After a fight with the debris field's automated defenses, the Normandy encounters and ultimately destroys the Collector cruiser. The shockwave from the explosion, disables the Normandy and forces the ship to crash land on the Collector station. After boarding the station, Shepard and the team fight their way towards the center of the base eventually encountering the Normandy crew and the abducted human colonists. If Shepard delayed entering the Omega-4 relay, the Normandy crew will be harvested by the Collectors and Shepard will only manage to save a few of the human colonists. After rescuing the colonists and crew, Shepard continues to proceed to the large central chamber in the middle of the base and discovers that the Collectors have been constructing a new Reaper, made from the genetic material of the abducted humans and fused with the advanced technology of the Reapers. EDI postulates that the Reapers may be facilitating the Reaper equivalent of reproduction but remains unsure as to the Reapers' true motives. Shepard targets the weak points of the machine, which is in the early stages of construction, and it falls deep into the station core.

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The Illusive Man then contacts the team and suggests keeping the station intact insisting that any information garnered will be valuable in the coming war against the Reapers and may provide new insight into their motives and capabilities. Shepard may choose to destroy the station completely by overloading its reactor, or use a radiation pulse to kill the remaining Collectors while leaving the station intact thus allowing Cerberus to take control of the station. Regardless of the choice, Shepard orders the team to evacuate to the Normandy. However, before Shepard can escape, the Human-Reaper larva manages to climb back up from the depths of the station and attempts to stop Shepard from destroying the station. However, the Commander manages to destroy the Reaper after a tense battle. As Shepard escapes the station, Harbinger claims that the team has only delayed the inevitable and that humanity now has the full attention of the Reapers. Shepard is then assisted onto the Normandy by any surviving team members. If all team members are killed, Shepard will attempt to reach the Normandy but before Shepard can climb onto the ship, the Collectors open fire and he/she will only have Joker to hold him/her. In this event, he will tell Joker to warn the Illusive Man before letting go of Joker's hand falling to his/her death. Depending on whether Shepard destroyed or preserved the Collector base, the Illusive Man will be displeased or pleased, respectively, with Shepard's actions with Shepard having the opportunity to cut the Illusive Man off and vowing to find a way to stop the Reapers with or without the Illusive Man's help. Later, while the ship is being repaired Shepard or Joker is seen standing over the caskets of the dead team members should the team have suffered casualties. Otherwise, Shepard is silently greeted by his teammates and crew. In dark space, a Reaper (presumably Harbinger) is seen awakening from hibernation. As it awakens, the dark void surrounding the Reaper is illuminated by hundreds or thousands of Reapers. The final scene shows the Reaper fleet descending upon the Milky Way galaxy, setting the stage for Mass Effect 3.

Elandiel BernElve
13th December 2010, 15:17
Fallout 3
Type: Retro Sci-Fi, Alternate timeline
Subjects: AI ethics, Future Technologies, Extra terrestial artefacts, freedom of thought, intolerance, vigilantism, super soldier project, black ops and secret agendas, wordconflict, governmental oppression, nucleair holocaust, NWO

Personal note:
In this game there's too much PA style info to summarize.
First of all it sets in an other possible timeline. It shows the effect of nucleair holocaust, and what the effects of a fallout are. The game is what the world would probably much look like when the NWO would have succeeded their plans to kill all but the elite. Dead. Yet dead or not as a player you still encounter lots of forms of (security) control. Constant speeches of the president over radios, spybots everywhere, prohibited areas. And anything technologically useful is confiscated by this government that only seems to care for its own survival.
The mad max style is believable as is the social behaviour of the NPC's.
The most stricking ingredient is that the NWO president constantly speeching around about a new horizon and a better world seems to be just an AI supercomputer in the end. So even that isn't human.
Note: Different crashed flying saucers can be found in the wasteland referring to the Rosswell incident.


Setting
The background story of Fallout (the first of the series) involves a United States alternate history scenario which diverges from reality following World War II. The transistor was invented just before the Great War (the nuclear war that creates the post-apocalyptic setting), while vacuum tubes and atomic physics became the cornerstones to scientific progress, eventually achieving the technological aspirations of the early Atomic Age and locking society into a 1950s cultural stasis. Thus, in this alternative "Golden Age", a bizarre socio-technological status quo emerges, in which advanced robots, nuclear-powered cars, directed-energy weapons and other futuristic technologies are seen alongside 1950s-era computers, telephones and typewriters, and the aesthetics and Cold War paranoia of the 1950s continue to dominate the American lifestyle well into the 21st century.
The federal government organizes the states into 13 commonwealths to promote economic stability, but this only divides the U.S. as they put their own ambitions before those of the nation. Tensions rise over the next century due to an increasing energy crisis caused by the depletion of petroleum reserves, leading to the "Resource Wars": a series of events over the next few decades which included a Europe-Middle East war, the disbanding of the United Nations, the U.S. annexation of Canada and a Chinese invasion and military occupation of Alaska. These eventually culminated in the 2077 Great War, a cataclysmic nuclear exchange that lasted for only two hours, and subsequently created the post-apocalyptic setting of Fallout.

Having foreseen this outcome decades earlier, the U.S. government had begun a nationwide project, "Project Safehouse" in 2054 to build fallout shelters known as "Vaults" which would officially house privileged segments of the population within. In reality and unknown to most of their inhabitants, a large number were actually built for human subject research - a concept created by the game developer Timothy Cain and the reasoning of which remains mostly unanswered in the games, though some design documents reference possible reasons for the experiments. Each was built to help test something in some way, ranging from overpopulation to deliberate radioactive contamination.

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Vaults
The Vaults were ostensibly designed by the government contractor Vault-Tec as public shelters, financed by junk bonds and each able to support up to a thousand people. Each self-sufficient, they could in theory sustain their inhabitants indefinitely. However, the Vault project was never intended as a viable method of repopulating the United States in case of a nuclear holocaust. For that purpose, around 400,000 vaults were needed, but only 122 were commissioned and constructed. Each of the Vaults, as hallmarks of a massive, secret and unethical social experiment, were designed to determine the effects of different environmental and psychological conditions on its inhabitants. These tests ranged from being plausibly practical (for example, one Vault had a defective outer door that offered no protection against the irradiated environment, while others were designed to keep the inhabitants totally isolated far longer than necessary) to being bizarrely esoteric (one Vault had psychoactive drugs released into the air ten days after being sealed, yet another contained no one older than 15 years of age, and one contained one resident, but replaced all entertainment material with a crate of puppets). Vault 101 (from Fallout 3) is a defective vault as it was intended to stay shut forever. A few control Vaults were made to function as advertised (such as Vault 8 and Vault 76) to contrast with the data from the Vaults with intentional flaws. Of the 122 vaults commissioned only 17 of these were control, or met the public's expectations.

Post-war conditions
In the years following the Great War, the United States, and presumably everywhere else in the world, has devolved into a post-apocalyptic wasteland commonly dubbed "The Wasteland" (or "Capital Wasteland" in the case of Washington, D.C., and "The Mojave Wasteland" in the case of the post-apocalyptic version of Las Vegas). The war and subsequent nuclear fallout have severely depopulated the country, leaving large expanses of abandoned property decaying from neglect. In addition, virtually all food and water is irradiated to some degree, and radiation exposure has caused mutation in nearly all forms of life.
With a large portion of the country's infrastructure in ruins, basic necessities are scarce. Barter is the common method of exchange, with the dollar no longer recognized as worthwhile tender. Instead, Nuka-Cola or sunset sarsaparilla (version of Las Vegas) bottle caps . Most cities and towns are empty, having been looted and deserted in favor of smaller, makeshift communities scattered around the Wasteland.

Amidst the scattered remnants of humanity, several major factions have emerged. One is the Brotherhood of Steel, a group dedicated to the collection and preservation of pre-war knowledge and technology. However, despite their good intentions, the Brotherhood is reluctant to share what they know or have with others, and as a result, have started on a decline; they are lacking in numbers and often-times fragmented, with different chapters essentially becoming independent of the main faction. The second is the Enclave, the remnants of the pre-war government. They have access to the best technology available before the war, although they often use their own, self-designed technology instead of pre-war weapons. This is most notable in their power-armor -- which is far different and superior to the best pre-war armor available, the T-51b -- and usage of plasma weaponry which would have been in the prototype stage pre-war. They were a totalitarian regime that sought to wipe out all mutation in the Wasteland (which, given the pervasive radiation, is every living thing on the surface). They are the main antagonists for the second and third games, but as of New Vegas, the only Enclave forces left in the Core region are the Remnant faction -- a group of aging ex-patriates who were ousted from the outpost at Navarro. The third is the Raiders, a loose coalition of thieves and murderers that pillage towns for supplies and mercilessly slaughter anyone that gets in their way. Fourth, a country called the New California Republic, which is the biggest faction in post apocalyptic America. They have the biggest military in the wasteland and have the largest population. The NCR also has the capability of producing new weapons and armor. Finally, there are the Super Mutants, former humans that have been mutated by the Forced Evolutionary Virus into towering sterile mutants with incredible strength and, typically, diminished intelligence. The individual gangs also have smaller factions, but these four are present in almost every game.

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Fallout 3 takes place in this post-apocalyptic, atompunk, retro-futurist Washington D.C., northeast Virginia and parts of Maryland in the year 2277, 200 years after a world war over resources which ended in nuclear holocaust in 2077. The player character (PC) lives with their widower father, James (voiced by Liam Neeson), in Vault 101 (one of several fallout shelters in the D.C. area). One day, the PC wakes up to find that James has left the Vault and ventured into the Capital Wasteland, as the area in and around D.C. is now known. The Vault Overseer becomes suspicious and orders his men to kill the PC, forcing the player to go out into the Capital Wasteland where he/she must follow James' trail and learn why he left. Along the way, the player will encounter various factions, including the Brotherhood of Steel, a techno-religious organization with roots in the U.S. military from the American West Coast; the Outcasts, a group of Brotherhood of Steel exiles; and the Enclave, the elitist and genocidal remnants of the U.S. government.

Story
The main quest begins after the player escapes Vault 101 at age 19. The search for James, the player's father, takes the character on a journey through the wasteland, first to the nearby town of Megaton, named for the undetonated atomic bomb at its center, then the Galaxy News Radio station. The player then travels to Rivet City, a derelict aircraft carrier now serving as a fortified human settlement. Here the player meets Doctor Li, a scientist who worked alongside the player's father. Doctor Li tells the player of Project Purity, a plan to remove the radiation from the water of the Tidal Basin as a means of restoring the environment and improving the lives of those inhabiting the wasteland.
After investigating the former lab of Project Purity, which is housed in the remains of the Jefferson Memorial, the player tracks James to Vault 112, and frees him from a virtual reality program being run by the Vault's corrupt Overseer. The player and James return to Rivet City and meet up with Doctor Li. James has discovered that for Project Purity to succeed, it must utilize a terraforming device called the Garden of Eden Creation Kit (G.E.C.K.) that had been issued to some Vaults to restore the environment after a nuclear war. They discuss its possible whereabouts, which are rumored to be in Project Purity's computer database. However, while the player helps James restart the lab equipment, the Enclave arrives and attempts to take over the project for their own purposes. During a confrontation, James sacrifices himself and kills several Enclave soldiers by overloading Project Purity's main chamber with lethal amounts of radiation. After fleeing the lab through underground tunnels, Li and the player arrive at the Citadel of the Brotherhood of Steel, which is in the ruins of the Pentagon. After recovering, Li pleads with the player to find a G.E.C.K. to finish James' work. The player eventually finds one in Vault 87, which had been dedicated to creating and perfecting the FEV (Forced Evolutionary Virus), and is the source of the Super Mutants in the Capital Wasteland. With the aid of Fawkes, a highly educated Super Mutant, the player acquires the G.E.C.K., but is ambushed by the Enclave during their exit and captured.
Awakening in a holding cell in the Enclave base at Raven Rock, the player is briefly interrogated by Colonel Autumn and then summoned to the office of President John Henry Eden, who promises safe passage to his control room. While the player is en route, however, Colonel Autumn, acting against Eden, orders the Enclave soldiers to attack, and the player must fight their way to the control room. There, Eden, who turns out be a supercomputer given control of the East Coast of the United States, gives the player a modified form of the FEV virus, which will kill all individuals with any level of mutation, and requests that the player insert it into Project Purity. Eden's reason for doing so is explained in the fact that the Enclave would be one of the few factions immune to the effects of the virus, effectively cementing their control over the entire Capital Wasteland.

The player escapes Raven Rock and eventually returns to the Citadel. The Brotherhood of Steel enlist the player's aid in assaulting the Jefferson Memorial with Sarah Lyons, the leader of an elite squad of Brotherhood Knights, and a gigantic pre-war robot named Liberty Prime. After breaking through to Project Purity, the player must deal with Colonel Autumn through violence or persuasion. Through the building's intercom, Doctor Li informs the player that due to the damage caused by the recent fight, someone must activate the system before it overloads, destroying the facility. Unfortunately, the one who activates the system will have to be sacrificed due to the chamber being close to overwhelmed by lethal amounts of radiation. In the end, the player has the option to enter the chamber, convincing Sarah Lyons to do it, requesting Fawkes to do it as radiation has no effect on him or simply waiting for the system to overload. The ending sequence that follows depends on the player's actions in the game, and whether the Broken Steel downloadable content has been installed.

http://www.mrheggart.com/images/fallout-3-ss-26.jpg

Luke
13th December 2010, 15:43
Actually this is not the timeline of first&second fallouts, which were developed by other company .. and painted less-heroic picture of things.
Say electronics were well-known- but phased out due emp danger. Great war was about fighting for last oil resources .. but that is about 75 years from our future ..

People that created F3 skipped whole century, destroyed much of the F1/F2 established lore .. not to mention inserting lots of politically correct you know what.. and creating manichaean scenario.

And of course-in base installment of the game player must sacrifice him/herself or a friend .. just as in many games recently. Very disturbing development.

Virma De Ris
13th December 2010, 16:15
Thanks for posting this Elandiel BernElve! I've been playing games since a little kid and noticed the same pattern. I will briefly name some RPG's I've played that also have hidden messages:

1. Mario Bothers- this one is two plumbers fighting a dragon to save a princess. Pure reptilian depictions.

2. Final Phantasy 7- people exploiting the land, government hunting and killing shaman-like people that communicate with their planet. An incoming meteor that will will everyone.

3. Star Ocean Till the End of Time- space opera where a group of people forced by space terrorists go in search of the source only to find out that they are part of a software program created by the Creator. In the process they willingly and unwillingly interact with under developed planets and it inhabitants. Some earthling characters of this group are genetically modified to be superior species.

4. Xenosaga 1-3- The Zohar is found on Lost Jerusalem (Earth) all are trying to get their hands of them. Experiments similar to LHC create a gate and untouchable creatures from another dimensions get through. Bloodlines related to the Zohar and lost Jerusalem. A robot named KOS-MOS and a kid named chaos (aka Yesua) are linked to the Zohar. Kabalah references. Genetic experiments to create super soldiers and giant mechas.

5. Start Ocean The Last Hope- Set prior to Start Ocean Till the End of Time. It is the story of the first human beings that were set to do a pioneer search for an habitable planet since Earth was nuked in what appears to be WW3. Along the way they encounter for the first time human looking aliens (the government were already in contact with them for years), reptilian and draconian aliens and creatures that were messing with underdeveloped planets in order to pretty much mimic them and consume them.

6. Final Fantasy 13- A group of "rebels" from Cocoon are do be sent to die outside of Cocoon and into Pulse a supposed wasteland inhabited by fearsome animals and harsh conditions. It is a tale of the 13 days prior to the present time in the story. There are humans and there are other entities known as falCie which are like demigods and pretty much feed of human emotions. falCie keeps human in Cocoon very distracted and what it can be referred as a matrix. These rebels pretty much fought against a falCie and were branded as lCie and have to complete a task given by the falCie if not they become twisted monsters with "lost souls".

That's pretty much it good or take. Elandiel BernElve you probably can add more or correct if I got something wrong as I played some of this games years ago or briefly saw other people playing them.

The One
13th December 2010, 16:21
Short and sweet

My view on all of this the consoles you are all playing on are probably some sort of handed down alien technology

Wood
13th December 2010, 16:50
Short and sweet

My view on all of this the consoles you are all playing on are probably some sort of handed down alien technology

Game consoles are just computers with some chips designed for graphics, but there is no alien tech there unless, of course, the tech to make integrated circuits is alien.
They are like a PC or MAC with a good graphics card and a comparatively weak processor and less memory and HD space, to keep costs down.

Strat
13th December 2010, 18:18
I want to echo what you said earlier about Half-Life. For people that may not be familiar, check out the intro to the game. It takes place underground, in an advanced laboratory. I could imagine it now, "Good morning, and welcome to the Dulce transit system."

http://www.youtube.com/watch?v=CAqbdtsK6NI&feature=related

The One
13th December 2010, 18:50
Originally posted by wood

Game consoles are just computers with some chips designed for graphics, but there is no alien tech there unless, of course, the tech to make integrated circuits is alien.
They are like a PC or MAC with a good graphics card and a comparatively weak processor and less memory and HD space, to keep costs down.

The tech to make integrated circuits is alien SPOT ON

Samothrace
13th December 2010, 18:55
Here is a a really great article with one of the writers for Assassin's Creed: Brotherhood.



Although few people expect blockbuster video games to carry political messages or weighty ideas, the 27-year-old Yohalem wanted the game to go after powerful people and correct a mistake promulgated by Barack Obama. While writing this game for his employer, the giant gaming company Ubisoft, he wanted to use the game to criticize the power of large corporations. . .
http://kotaku.com/5711464/the-machiavellian-plot-hidden-in-a-blockbuster-video-game
I do believe, like any other medium, games do often include themes and messages their creators want to get across. But how development teams are run doesn't really support the notion that they are secretly trying to hint at real information like people believe Hollywood does. You'd have to get not only the project leads on board, but also (at the very least) the entirety of writing and cinematic departments would have to be the know as well.

Also alternative news and popular culture do influence each other. I think with every sci-fi movie release there is someone on ATS claiming the technology seen on screen already exists, is in the hands of the military, and has been used on that individual. And for example, from what I've played of the Assassin's Creed series most of the conspiracy material can be gleamed from either the internet or one of those shows on the history channel -- I thought the memo in the first one about using crystal skulls as long range communication devices was hilarious.

But not wanting to pass up an opportunity to talk about video games, at the VGAs (video game awards) there were a couple of new trailers that can be considered conspiracy fodder.

Mass Effect 3:
Earth is burning. Striking from beyond known space, a race of terrifying machines have begun their destruction of the human race. As Commander Shepard, an Alliance Marine, your only hope for saving mankind is to rally the civilizations of the galaxy and launch one final mission to take back the Earth.

http://www.youtube.com/watch?v=qZGFjBmD41Q

Elder Scrolls 5: Skyrim. This is all fan speculation from the the elder scroll forums, considering no official information has been given yet. But like how the previous game's storyline was alluded too by a mad seer in the third title (Morrowind), there was a crazy soldier in the fourth game (Oblivion) who claimed the Tsaesci, a race of "immortal vampric snake-people" from another continent are still around and "hiding in human skin". The Tsaesci are associated with Dragons and their symbol is shown at the end of the trailer. Skyrim is also being released on 11/11/11.

http://www.youtube.com/watch?v=QNLKLCZN8wc

Deus Ex 3: Human Revolution. Seriously, just watch the trailer. It is the new director's cut.

http://www.youtube.com/watch?v=2deXMEJNrIw&feature=player_embedded

Carmody
13th December 2010, 19:13
Originally posted by wood

Game consoles are just computers with some chips designed for graphics, but there is no alien tech there unless, of course, the tech to make integrated circuits is alien.
They are like a PC or MAC with a good graphics card and a comparatively weak processor and less memory and HD space, to keep costs down.

The tech to make integrated circuits is alien SPOT ON

I think I could end up designing (more like originate and explain to engineers and help them, they do the actual engineering of the hardware, I provide the genesis and the clearing of the major technological hurdles) better processes than they use now, if given the chance, and I'm not alien (I think) so it is definitely within human capacity to design this hardware from the ground up.

Some people speak on the idea of the 'Bell labs Notebook' as being the source of semi-conductors. But I say no, mankind really is that ingenious. Maybe the germ of the idea was offworld in origin, but the getting there was pure human, IMO and IME.

IME with regard to my own capacity to invent.


Tesla did it through the visualization of the forces, and then visualizing the correct physical basics of the hardware. Then he'd engineer the specifics into being. Many of the world's best do it that way, but cannot explain it that way to the rest of their engineering and theoretically inclined brothers, as those methods are not supported as being 'correct' to those who cannot do the spacial visualization. Thus, in their ignorance and incapacity to mentally 'make it there', they dismiss the reality of their most capable brothers as being fantasies and unreality. The same phenomena is well known to the more psychic of humans, as they (and I) deal with that aspect of ignorance and inability to even think like that at all ....every day.


So the best (people) in the world in those areas, all state it differently with only the odd individual stating how they did it. This is a repeated pattern, and it is then no wonder at all, to me, that my intense capacity to visualize atomic forces in their complexity ended up playing no small part in my own explorations.

Oddly enough the need to visualize the complexity of forces seems to be a bleed through of intellect from one dimension to the other. Ie, to create and manipulate forces in the astral realms, this capacity to visualize is THE KEY to handling and manipulating immense forces.

In the same way that HAARP is used to resonate a receptive or catalytic mass of energies into something else that is notably more powerful, one can do the same in the astral realms and it is part and parcel of the whole thing. The Gating of greater energies than the self, like the gate on a mos-fet transistor. This, but in all the myriad complexities required to create a fully fleshed reality/shape/thing-item/space in the astral realms and to some extent....right here-in this 'reality'.

Some beings have tremendous bleed through, and thus the stories of the Reps, their fading in and out, people bio-locating, manifesting energies and items, etc.

str8thinker
14th December 2010, 00:05
The elements of game play can be just as important as which game you choose to play:


By studying the elements of games, we find ourselves in possession of the elements of life.

Life is a game.

A game consists of freedom, barriers and purposes. This is a scientific fact, not merely an observation. Freedom exists amongst barriers. A totality of barriers and a totality of freedom, alike, are "no-game conditions." Each is similarly cruel. Each is similarly purposeless. Great revolutionary movements fail. They promise unlimited freedom. That is the road to failure. Only stupid visionaries chant of endless freedom. Only the afraid and ignorant speak of and insist upon unlimited barriers.

When the relation between freedom and barriers becomes too unbalanced, an unhappiness results. "Freedom from" is all right only so long as there is a place to be free to. An endless desire for "freedom from" is a perfect trap, a fear of all things.

Barriers are composed of inhibiting (limiting) ideas, space, energy, masses and time. Freedom, in its entirety would be a total absence of these things. But it would also be a freedom without thought or action - an unhappy condition of total nothingness.

Fixed on too many barriers, Man yearns to be free. But launched into total freedom, he is purposeless and miserable.

There is "freedom amongst" barriers. If the barriers are known and the freedoms are known, there can be life, living, happiness, a game.

L. Ron Hubbard, Scientology: A New Slant on Life (2007).

Hughe
14th December 2010, 00:38
@ Arpheus
MMORPG (massive multiplayer online role playing games) are known to add nothing (informative) to life but hours and days of numb gaming.
In the end you're left with a few game palls situated all over the world.
Therefore I am not a fan at all of those massive online games, nor the facebook simple one alikes. Such games are litterally to keep us from thinking or doing something useful.
Yeap.
It's emerging tool for putting new generation completely under control, make them be hopefulness and become addict of violence and sex, false sense of realities.
Most of games are rated R nowadays. A kids from age 5 begins to play those under parent advisory.
Huge money and resources have been pouring into video game industry since PS2 and XBox release. Working for game companies became dream jobs of many talented people especially artists. It's phenomenal.
They love to create the sick, dark world for their accomplishment and measure of success.

Samothrace
14th December 2010, 01:36
Yeap.
It's emerging tool for putting new generation completely under control, make them be hopefulness and become addict of violence and sex, false sense of realities.

Addicting people to sex and violence is a stupid talking point that isn't supported by research or even reality.

Also addicting them to a false sense of realities? Maybe we should just ban imagination all together?



Most of games are rated R nowadays. A kids from age 5 begins to play those under parent advisory.

This isn't even close to being correct. There isn't even a "R" rating for video games, the closest would be an M (Mature) rating or AO (Adults Only). The majority are rated E, which is equivalent to a PG rating.

http://www.joystiq.com/2008/02/07/esrb-number-of-m-rated-games-declined-in-2007/



Huge money and resources have been pouring into video game industry since PS2 and XBox release.

It is a growing industry that is proving to be profitable and thus is seeing a lot of investments. That is capitalism, not conspiracy.



It's phenomenal.
They love to create the sick, dark world for their accomplishment and measure of success.

They're all just sick amoral people, just like that Yasuhiro Wada who originally created the Harvest Moon series because he detested violence, but loved nature and wanted a simple farming game for children.

jack
14th December 2010, 02:13
System Shock 2
Type: Sci-Fi, Space Horror
Subjects: Space-Age, AI ethics, Future Technologies, The unknown

The story begins in 2114, forty-two years after the events of System Shock. After joining the United National Nominate, the protagonist — Soldier G65434-2 — is assigned to the Rickenbacker, a military spacecraft. The Rickenbacker is escorting the Von Braun, an experimental faster-than-light starship, on its maiden voyage. A few months into the journey, the ships respond to a distress signal from the planet Tau Ceti V. A rescue team is sent to the planet surface where they discover strange eggs. The eggs infect the rescue team and integrate them into an alien communion that calls itself the Many. The infestation eventually overtakes both ships.
The soldier awakens in a cryo-tube on the medical deck of the Von Braun with amnesia due to a computer malfunction. He is immediately contacted by another survivor, Dr. Janice Polito, who guides him to safety before the cabin depressurizes and demands he rendezvous with her on deck 4. Along the way, the soldier battles the infected crew members. The Many also telepathically communicate with him, attempting to persuade the soldier to join their collective.
After restarting the ship's engine core and purging an elevator shaft, the soldier reaches deck 4 and discovers Polito is dead. He is then confronted by SHODAN, a malevolent artificial intelligence that devastated Citadel Station, a fictional space station, in the previous game. It is revealed she has been posing as Polito to gain the soldier's trust and is responsible for creating the Many.[ They are the results of her bioengineering experiments on Citadel Station. The hacker (System Shock 1) ejected the grove that contained her experiments to prevent them contaminating Earth, an act that also allowed part of SHODAN to survive the events of the first game. The grove crash-landed on Tau Ceti V. While SHODAN went into forced hibernation, The Many evolved beyond her control. SHODAN issues an ultimatum to the soldier, stating his only chance for survival lies in helping destroy her rebellious creations.
Efforts to regain control of the main computer fail. SHODAN informs the soldier that destroying the Von Braun is their only option, but he must transmit her program to the Rickenbacker first.
While en route, the soldier briefly encounters two survivors, Tommy Suarez and Rebecca Siddons, who flee the ship aboard an escape pod.
With the transfer complete, the soldier travels to the Rickenbacker and learns both ships have been enveloped by the infection's source, a gigantic mass of bio-organic tissue. The soldier enters the biomass and destroys its core, stopping the alien infection. SHODAN congratulates the protagonist and informs him of her intentions to merge real space and cyberspace by subverting the reality-altering mechanics of the Von Braun's faster-than-light drive. The soldier confronts SHODAN in cyberspace and defeats her. The final scene shows Tommy and Rebecca receiving a message from the Von Braun. Tommy responds, saying they will return but Rebecca is feeling ill. She is shown speaking similarly to SHODAN.

http://ss2.plasticcloud.com/images/image.jpg

That game was the most rewarding experience ive ever had sitting down on a chair. .. that came out back in 1999 right? Jeez, i remember it so well =D I wanted it for months since i seen the preview in pczone magazine, and remember dropping a hint to my dad just before xmas. When i got it.. omg, the shiny packaging and the scary face of Shodan on the cover.. it was gonna be a good christmas.

Sucked me right in, scared the living crap out of me and had me on the seat of my pants desperatly seeking out ammo =D I cant believe i was allowed to play that when i was 11.

Arpheus
14th December 2010, 02:35
@ Arpheus
MMORPG (massive multiplayer online role playing games) are known to add nothing (informative) to life but hours and days of numb gaming.
In the end you're left with a few game palls situated all over the world.
Therefore I am not a fan at all of those massive online games, nor the facebook simple one alikes. Such games are litterally to keep us from thinking or doing something useful.
Heh wouldn't i know that?Played everquest for 7 years and WOW for another 4 lol,why do you think i quit that crap?Hehehe tks for the insight anyway my friend.That was before i got serious into the matters of the mind and spirit.

Elandiel BernElve
23rd December 2010, 10:04
BioShock
Type: Retro-Sci-Fi Horror
Subjects: Utopia, Idealism, Human ethics, Future Technologies, Super Soldier powers, Human DNA research, Human potential, Secret programs, social injustice, totalitarianism

Personal note:
This game was awesome. The "sort of" followup game of System Shock.
Set in a totally new and never seen (in gaming industry) before secret underwater city setting, the visual experience has been among the most stunning ever up to date. The game is a visual treat and makes such a good use of water effects, sounds and lightning to create a perfect achieved ambiance.
The style of the 50's in combination with immoral research and activities taking place in Rapture produce the eerie sight of how an ideal utopia ends crashing itself when ethics are left behind.

BioShock is set during 1960, in Rapture, a fictional underwater dystopian city. The history of Rapture is learned by the player through audio recordings as he explores the city. Rapture was envisioned by the Randian business magnate Andrew Ryan, who wanted to create a laissez-faire state to escape increasingly oppressive political, economic, and religious authority on land. The city was secretly built in 1946 on a mid-Atlantic seabed, utilizing submarine volcanoes to provide geothermal power. Scientific progress flourished in Rapture, leading to rapid developments in engineering and biotechnology thanks in part to the brilliant scientists that Ryan brought to the city. One such advancement was ADAM, stem cells harvested from a previously unknown species of sea slug, which were discovered by Dr. Bridgette Tenenbaum to have the ability to regenerate damaged tissue and rewrite the human genome. Tenenbaum joined with businessman and mobster Frank Fontaine to create the plasmid industry, which offered superhuman physical enhancements to its customers. Tenenbaum found that ADAM could be mass-produced by implanting the slugs in the stomachs of young girls ("Little Sisters"), taken from orphanages founded by Fontaine.

As time passed, the gap between rich and poor increased. Frank Fontaine established charity organizations to support the underclass. His motives were far from altruistic; his ultimate goal was to use his charity organizations to manipulate the underclass. He also established a smuggling operation to supply citizens with forbidden items from the surface, such as religious material. These, along with his control of the plasmid industry, made him immensely powerful. He tried to overthrow Ryan, but the revolt was violently crushed and Fontaine was reportedly killed. Ryan seized control of Fontaine's plasmid business. Within a few months, a new figure named Atlas rose as the leader of the disgruntled lower class. On New Year's Eve of 1959, Atlas and his ADAM-infused followers began a new revolt against Ryan that spread throughout Rapture. Ryan in turn began splicing his own forces, and his paranoia had reached such a level he was hanging dozens of people, mostly innocent, in Rapture's main square. In order to solve ADAM shortages, the Little Sisters were mentally conditioned to wander the city and extract ADAM from the dead, recycling it into raw ADAM in their stomachs after swallowing it. "Big Daddies", enhanced and mentally sterilized humans in armored diving suits, were created by Dr. Suchong, the scientist behind many plasmids, to protect the Little Sisters in their work.

A drawback of ADAM is that a user must take regular infusions or suffer mental and physical degeneration. As the war disrupted production and supply, every ADAM user in the city eventually went violently insane. By the time the player arrives, only a handful of non-mutated humans survive in barricaded hideouts.

http://img.hexus.net/v2/internationalevents/gc_2006/bioshock/bioshock_large_8.jpg


Background
Originally, BioShock had a storyline which was significantly different from that of the released version: the main character was a "cult deprogrammer"—a person charged with rescuing someone from a cult, and mentally and psychologically readjusting that person to a normal life. For example, Ken Levine cites an example of what a cult deprogrammer does: "There are people who hired people to for example deprogram their daughter who had been in a lesbian relationship. They kidnap her and reprogram her, and it was a really dark person, and that was the kind of character that you were." This story would have been more political in nature, with the character hired by a Senator. By the time development on BioShock was officially revealed in 2004, the story and setting had changed significantly. The game now took place in an abandoned World War II-era laboratory which had recently been unearthed by 21st century scientists. The genetic experiments within the labs had gradually formed themselves into an ecosystem centered around three "castes" of creatures, referred to as "drones," "soldiers," and "predators." This "AI ecology" would eventually form the basis for the "Little Sister," "Big Daddy," and "Splicer" dynamic seen in the completed game.

While the gameplay with this story was similar to what resulted in the released version of the game, the story underwent changes, consistent with what Levine says was then-Irrational Games' guiding principle of putting game design first. Levine also noted that "it was never my intention to do two endings for the game. It sort of came very late and it was something that was requested by somebody up the food chain from me."

In response to an interview question from the gaming website IGN about what influenced the game's story and setting, Levine said, "I have my useless liberal arts degree, so I've read stuff from Ayn Rand and George Orwell, and all the sort of utopian and dystopian writings of the 20th century, which I've found really fascinating." Levine has also mentioned an interest in "stem cell research and the moral issues that go around it." In regard to artistic influences, Levine cited the books Nineteen Eighty-Four and Logan's Run, representing societies that have "really interesting ideas screwed up by the fact that we're people."

http://www.wired.com/images_blogs/photos/uncategorized/2008/02/20/andrewryan.jpg

According to the developers, BioShock is a spiritual successor to the System Shock games, and was produced by former developers of that series. Levine claims his team had been thinking about making another game in the same vein since they produced System Shock 2. In his narration of a video initially screened for the press at E3 2006, Levine pointed out many similarities between the games. There are several comparable gameplay elements: plasmids in BioShock supplied by "EVE hypos" serve the same function as "Psionic Abilities" supplied by "PSI hypos" in System Shock 2; the player needs to deal with security cameras, machine gun turrets, and hostile robotic drones, and has the ability to hack them in both games; ammunition conservation is stressed as "a key gameplay feature"; and audio tape recordings fulfil the same storytelling role that e-mail logs did in the System Shock games. The "ghosts" (phantom images that replay tragic incidents in the places they occurred) from System Shock 2 also exist in BioShock, as do modifiable weapons with multiple ammunition types and researching enemies for increased damage. Additionally, Atlas guides the player along by radio, in much the same way Janice Polito does in System Shock 2, with each having a similar twist mid-game. Both games also give the player more than one method of completing tasks.

Elandiel BernElve
23rd December 2010, 10:46
Quake
(Storyline series Quake II & Quake IV)
Type: Sci-Fi Horror
Subjects: Future Technologies, Super Soldier powers, Human DNA research, Secret programs, World at war, Extra Terrestials, Cybernetics, Electronic Implants, Slavery.

Personal note:
Quake is more known for it's groundbraking smooth 1st person gameplay than for it's storyline. However in this brute "shoot 'em up" game so much valuable scenario's and issues are hidden which are visible for the trained eye.
The Strogg, is an ET race that enslaves and modifies all it encounters to its own benefit. Unbelievably technologically advanced they destroy all and turning everything into profoundly sick, lifeless, materialistic and gore emptiness.
It's an image or vision of what humankind could be like if we were to take the greed above all to the ultimate level, consuming everything.
In Quake IV we fight what could be considered the darkest side of our human potential enveloped in an ET threat.
The game has a lot of resemblance to the war with the Borg in Star Trek.
A war against seemingless infinite army that consumes souls & bodies to feed its own frenzy. We all know there are theories of a war for our souls going on right now in our reality. I consider this game somewhat a metphore for that scenario.


Background
The Strogg are an alien race who serve as the primary antagonists in Quake II and Quake 4. The Strogg are a warlike cybernetic race, infamous for the systematic replacement of their ranks with prisoners of war and the modification of their bodies with mechanical weaponry and prosthetics. They maintain a massive global military-industrial complex with mines, ore refineries, light production plants and heavy industrial manufacturing facilities throughout Stroggos. Their heavy reliance on industry has created a toxic environment that has killed much of the native plant and animal life on Stroggos, and the remaining animals are subject to horrible mutation.



In the mid-21st century, a barbaric alien race called the Strogg launched a
massive invasion on Earth. While the invasion was originally believed to be an
attempt to strip the planet of its natural resources, humans soon discovered
the Strogg are only after one thing: the human remains of those they kill.
Through a horrific process, the limbs and flesh of the fallen are fused with
metal and machinery to create the monstrosities that are the alien Strogg.

The Strogg battled the human race for years on Earth, but as resources became
depleted, Earth mounted a counter-assault on the Strogg homeworld. The first
assault force was launched from the fleet and encountered massive resistance -
most of the drop-ships were destroyed by the Strogg homeworld's massive defense
weapon known as "The Big Gun." One surviving Marine broke through and was able
to destroy The Big Gun and ultimately defeat the Strogg leader, the Makron.
However, the war did not end there.

http://www.techspot.com/reviews/games/quake4_preview/marines_against_strogg_scientist.jpg

The Strogg provided to be extremely resilient and as the war continued to rage,
the Strogg regrouped and constructed a new and more powerful Makron. You are
Matthew Kane, a member of the elite Rhino Squad and part of the next massive
invasion that spans across the entire Stroggos planet. Equipped with hi-tech
weapons and vehicles, and teamed with a top Marine squadron, you soon realize
this war is far from over. In fact, your worst nightmare is soon realized when
you discover to defeat the Strogg, you must become one of them.

Elandiel BernElve
23rd December 2010, 11:32
StarCraft
Type: Sci-Fi Epos
Subjects: Space-Age, Future Technologies, Super Soldier, Exopolitics, Extra Terrestials, Cultural differences, Ethics, Creationism, History of sentient beings

Personal note:
It's hard to not have ever heard of StarCraft. This game has been and still is so immense popular that we can speak of a legacy.
It's one of the rare gems that knew exactly how to combine way too much in-depth (storywise) with simple and fluid gameplay to make it perfectly balanced.
StarCraft has the X-factor. The music, the races, the cutscenes, the story. A lot of work has been put in this one and it has paid of.

Where to start considering the amount of information in this game? The story is compelling and takes you to a totally believable universe with alien races, deep conspiracies, interstellar war, freaky black ops, intriges, hope, despair, alliances, bonds and old promises. Each race has its characteristic from overmind controlled sheepy zergs, to rebellious dirty humans to the enlightened spiritual Protoss who live in hamrony with time and space.
Looks a little outdated nowadays but oh, i challenge you to experience the story

Legacy
StarCraft's use of three distinct races is often credited for having revolutionized the real-time strategy genre. GameSpot described StarCraft as "the defining game of its genre. It is the standard by which all real-time strategy games are judged." while IGN stated that StarCraft "is hands down one of the best, if not the best, real-time strategy games ever created." StarCraft is frequently included in the industry's best games rankings, with it ranked 37 in Edge's top 100 games of all time. StarCraft has even been taken into space, as Daniel Barry took a copy of the game with him on the Space Shuttle mission STS-96 in 1999. StarCraft's popularity resulted in Guinness World Records awarding the game four world records, including "Best Selling PC Strategy Game," "Largest Income in Professional Gaming," and "Largest Audience for a Game Competition" when 120,000 fans turned out to watch the final of the SKY proleague season 2005 in Busan, South Korea. In addition, StarCraft has been the subject of an academic course; UC Berkeley offered a student-run introductory course on theory and strategy in Spring 2009. It has also been suggested by a francophone peer-reviewed study that StarCraft could be successfully used in math education. The verb "to zerg" has entered general usage as a gaming term to refer to the tactic of rushing an opponent with a very large force of weak units.

StarCraft was part of the US Air Force's Aerospace Basic Course, used to teach newly active officers about crisis planning under stress and joint service teamwork.[91] Other efforts to make more 'realistic' current-day battle software led to distractions when simulated hardware didn't align with the real hardware active duty officers knew about. The science fiction setting allowed students to focus on the battle tactics.

http://images.coolvibe.com/wp-content/uploads/2010/11/Starcraft_Terran_Medic_by_VonSchlippe-992x500.jpg

Setting
StarCraft takes place in a science fiction universe created by Chris Metzen and James Phinney for Blizzard Entertainment. According to the story presented in the game's manual, the overpopulation of Earth in the early 21st century has caused the international government to exile undesirable elements of the human race, such as criminals, the cybernetically enhanced and genetic mutants to colonize the far reaches of the galaxy. In the distant Koprulu Sector of the galaxy the exiles form several governments but quickly fall into conflict with each other. One government, the Confederacy of Man, eventually emerges as the strongest faction, but its oppressive nature and brutal methods of suppressing dissidents stir up major rebel opposition in the form of a terrorist group called the Sons of Korhal. Just prior to the beginning of the game, in December 2499, an alien race possessing advanced technology and psionic power, the Protoss, makes first contact with humanity by destroying a Confederate colony world without any prior warning. Soon after this, the Terrans discover that a second alien race, the insectoid Zerg, has been stealthily infesting the surface of several of the Terran colonies, and that the Protoss are destroying the planets to prevent the Zerg from spreading. With the Confederacy threatened by two alien races and internal rebellion, it begins to crumble.

Characters
The player assumes the role of three anonymous characters over the course of the game. In the first campaign, the player acts as the Confederate magistrate of an outlying colony world of Mar Sara, threatened by both the Zerg and the Protoss, and is forced through events to join the rebel Sons of Korhal under its leader Arcturus Mengsk. Mengsk's campaign is accompanied by Jim Raynor, a morally conscious law enforcement officer from Mar Sara, and Sarah Kerrigan, a psychic assassin and Mengsk's second-in-command. The second episode of the game sees the player as a cerebrate, a commander within the Zerg Swarm. The player is ruled over by the Zerg Overmind, the manifestation of the collective consciousness of the Swarm and the game's primary antagonist, and is given advice from other cerebrates of higher rank and status while accomplishing the objectives of the Swarm. In the final part of StarCraft, the player is a newly appointed officer within the Protoss military, reporting to Aldaris, a representative of the Protoss government. Aldaris is at odds with the former occupant of the player's position, Tassadar, over his association with Zeratul, a member of the dark templar, a group considered heretical by the Protoss government.

http://images2.wikia.nocookie.net/__cb20080619175902/starcraft/images/5/52/Zealot_SC1_Art1.jpg

Plot
The story of StarCraft is presented through its instruction manual, the briefings to each mission and conversations within the missions themselves, along with the use of cinematic cutscenes at key points. The game itself is split into three episodes, one for the player to command each race. In the first segment of the game, the player and Jim Raynor are attempting to control the colony of Mar Sara in the wake of the Zerg attacks on other Terran worlds. After the Confederacy arrests Raynor for destroying Confederate property, despite the fact that it had been infested by the Zerg, the player joins Arcturus Mengsk and the Sons of Korhal. Raynor, who is freed by Mengsk's troops, also joins and frequently accompanies the player on missions. Mengsk then begins to use Confederate technology captured on Mar Sara to lure the Zerg to Confederate installations and further his own goals. After forcing Confederate general Edmund Duke to join him, Mengsk sacrifices his own second-in-command, Sarah Kerrigan, to ensure the destruction of the Confederacy by luring the Zerg to the Confederate capital Tarsonis. Raynor is outraged by Mengsk's true aims of obtaining power at any cost and deserts, taking with him a small army of the former colonial militia of Mar Sara. Mengsk reorganizes what remains of the Terran population into the Terran Dominion, crowning himself as emperor.

The second campaign reveals that Kerrigan was not killed by the Zerg, but rather is captured and infested in an effort to incorporate her psionic traits into the Zerg gene pool. She emerges with far more psionic powers and physical strength, her DNA completely altered.Meanwhile, the Protoss commander Tassadar discovers that the Zerg's cerebrates cannot be killed by conventional means, but that they can be harmed by the powers wielded by the heretical dark templar. Tassadar allies himself with the dark templar prelate Zeratul, who assassinates one of the Zerg's cerebrates in their hive clusters on Char. The cerebrate's death results in its forces running amok through the Zerg hives, but briefly links the minds of Zeratul and the Zerg Overmind, allowing the Overmind to learn the location of the Protoss homeworld Aiur, which it has been seeking for millennia. The Zerg promptly invade and despite heavy Protoss resistance, the Overmind is able to embed itself into the crust of the planet.

The final episode of the game sees Aldaris and the Protoss government branding Tassadar a traitor and a heretic for conspiring with the dark templar. The player initially serves Aldaris in defending Aiur from the Zerg invasion, but while on a mission to arrest Tassadar, the player joins him instead.A Protoss civil war erupts, pitting Tassadar, Zeratul, and their allies against the Protoss establishment. The dark templar prove their worth when they use their energies to slay two more of the Zerg cerebrates on Aiur, and the Conclave reconciles with them. Aided by Raynor's forces—who sided with Tassadar back on Char—the Protoss break through the Overmind's weakened defenses and destroy the Overmind's outer shell, but take heavy casualties in the process. Tassadar channels his own psionic energies in combination with those of the dark templar through the hull of his command ship and crashes it into the Overmind, sacrificing himself in order to destroy it

StarCraft Broodwar
Expansion set
Without the Overmind to command, the Zerg rampage mindlessly across Aiur, while the cerebrates—the secondary commanders of the Swarm—attempt to regain control. After the discovery of alien life in the Koprulu Sector, the United Earth Directorate (UED)—the international body governing Earth—decides to send an expeditionary force to secure the sector and prevent the aliens from finding Earth. Brood War begins two days after the conclusion of StarCraft.

Recently StarCraft II was released continuing the story from the end of Broodwar. I will not post the entire story plot here because in my honest opinion it would be too spoiling.


http://www.wallpaperhd.org/walls/671/starcraft-2-hyperion-battlecruiser_1024x768.jpg

Elandiel BernElve
23rd December 2010, 12:00
Assassins Creed
Type: Historical Adventure Tale
Subjects: Secret brotherhoods, Politics, Search for Holy Grail, Religion, Secret history, Cultural differences, Creationism, DNA memory, Knights Templar, Alien Technology (Pieces of Eden)

Personal note:
"Assassin's Creed is an action-adventure video game in which the player primarily assumes the role of Altaïr as experienced by Desmond Miles..The primary goal of the game is to carry out a series of assassinations ordered by Al Mualim, the leader of the Assassins. To achieve this goal, the player must travel from the Brotherhood's headquarters in Masyaf, across the terrain of the Holy Land known as the Kingdom to one of three cities, Jerusalem, Acre, or Damascus, to find the Brotherhood agent in that city."
For those who are very historically minded and love the classic medieval timesetting of the crusades and the Holy Land this game is a must have. It shows how evolved politics and corruption were even back in those days. From the start there is an uncomfortable feeling about the reason for the crusades that gets stronger and stronger when learning more and more about the real intent of the Knights Templar. In depth information about differenct factions, prominent leaders, corruption, secret brotherhoods, known legends and secret freemasonry in the featured cities is included in the game. It gives the game a very mature and intelligent image. Containing so much alternative media / secret information and history it almost seems like an attempt at getting people interested in and aware of the whole PTB / freemason / secret societies history we live in.

http://www.technews.it/wp-content/uploads/2007/07/assassins%20creed1.jpg

Plot
Desmond Miles, a bartender, is kidnapped by the Abstergo Corporation. There, Desmond is forced to lay in the Animus, a device that is able to replay the genetic memories of the user's ancestors. In Desmond's case, they seek information about his ancestor Altaïr ibn La-Ahad, an assassin during the time of the Third Crusade. Within the Animus, Altaïr's memories reveal that he was attempting to stop Robert de Sable from taking an artifact from a temple, but broke three of the Assassins' Brotherhood's creeds. The Brotherhood leader, Al Mualim, demotes Altaïr, and assigns him the task of assassinating nine people to regain his former status.

As Altaïr completes the assassinations, he finds that each was a member of the Templars searching the area for "Pieces of Eden", artifacts similar to the one de Sable attempted to steal. Altaïr eventually faces de Sable in front of King Richard, and kills him; with his dying breath, de Sable reveals the existence of a tenth Templar: Al Mualim. Returning to the Brotherhood, Altaïr finds Al Maulim in possession of a Piece of Eden that is able to control people's minds. Altaïr is forced to fight his way through innocents to reach Al Maulim, and engages him in battle. Altaïr eventually sees through Al Mualim's tricks using the artifact, and kills him. Upon approaching the artifact, Altaïr is surprised to find it displays a projection of the Earth marking several spots around the globe.

At this point, Desmond is brought out of the Animus, his purpose served. He comes to learn that Abstergo is a front for the modern-day Templars. Abstergo is now set to use the locations on the map seen by Altaïr to find more Pieces of Eden, believing that they must collect the artifacts to control the world's population in order to stave off the projected end of the world in 2012. Desmond's life is spared by Lucy Stillman, one of the Abstergo scientists but actually an Assassin mole. Left alone in his locked room, Desmond discovers through a "bleeding effect" from his time spent in Altaïr's that he can observe numerous messages in blood on the walls and floor left by a previous test subject, Subject 16, that foretell of the end of the world.


http://images2.wikia.nocookie.net/__cb20091218224957/assassinscreed/images/3/32/Robert_and_Templar_soldiers.jpg

TigaHawk
26th December 2010, 20:17
just a note with MMORPG's

Perhaps their purpose is to confuze the ones who are semi awake. well not confuze.. to attract.


Alot of people dont like the world they are living in. But rather confront it, its easier to hide away in a false reality that is fun, happy, and safe. Rather than to fully wake up and feel allmost powerless in this game called real life.

THIRDEYE
26th December 2010, 20:29
ive had the opprtuniy to watch some of these violent and sadistic video games,i wonder how much of an effect it has on our childrens minds not to mention adults minds as well.....thirdey...love light and abundance

shiva777
28th December 2010, 01:03
some lyrics that should replace much of the "broken hearted/partner co-dependent" lyrics of almost all pop music these days

http://www.disclose.tv/members/action/viewvideo/63046/Knew_I_was_Right__about_everything_/

Humble Janitor
28th December 2010, 12:08
I used to like violent video games but recently, I've spent more time on the Civilization series than anything.

slipknotted
19th January 2011, 16:19
yeah cant wait for mass effect for the ps3

Max01
19th January 2011, 16:36
:pray:

http://www.youtube.com/watch?v=tYmnX9qldtI

slipknotted
19th January 2011, 16:53
my son has been playing video game since he was a 3 yr old he is now 8 ive always monitored has playing he is with out a doubt the most caring boy around good natured very grounded he has play many shooters gt auto which is pretty adult game what im trying to say is he knows right from wrong there is not one thing he has copied from playing games of the negative, the violence in games has not rubbed off into his world he's a great student also so to me there is no reason to think video games causes what they say its global warming do you buy into that ? maybe you do or maybe not, but i know video games did help his reading among other aspects of his development in school.

greybeard
19th January 2011, 17:04
As a retired Hypnotherapist I can say that these games are hypnotic and potentially dangerous.
By the time a child is 15, usually male they will have committed murder 150 thousand times, we are training our kids to stalk kill and be assassins.
Then we wonder why a susceptible child kills his classmates, think people are not affected?
Its space repetition and repetition is the mother of habit.

The same ones who claim that its not real that people know its a game, also sell TV adverts to companies, they work otherwise manufactures would not spend millions on a thirty second add. Kids are being blatantly programed. The video games are addictive and very expensive.
They make a fortune for the manufactures.

Regards Chris

Skeptix
19th January 2011, 17:12
hey guys, check this out.

A reference to the reptilian race in grand theft auto 4.

Took me by surprise when i first heard it!

http://www.youtube.com/watch?v=d2X5gVqH5O4

Tea
19th January 2011, 17:48
In the game, X-Com UFO defence, there is a species called "sectoids" that resemble the typical grey alien. They also have mind control abilties and are said to have undergone genetic modification. The game came out in 1994. In total there are five X-Com games.

The first game (X-Com UFO Defence) was a big success. The second game was very similar to the first but it was changed to an under water senario, it also did well I believe. The next two games using the X-Com name were actually completely different games and where both terrible as far as I know. Here is the intro to the final game in the series, which also brought the franchise back on track. Notice the 3-sided pyramid in the sky... where have we seen that before...


X-COM Apocalypse (Intro)


http://www.youtube.com/watch?v=InUQ1TebMGk


There is actually one more game coming out in the near future that uses the X-Com name. Again, it does not stay true to the original, but does have some sort of alien invasion involved.


Update

I forgot to mention that in the first game you also set up underground bases around the globe to counter the alien forces.

soleil
28th September 2013, 18:29
no ones added to this in a while....i wonder whos noticed all the fun hints in gta5?? ive seen a little bit as my fiance plays it, and that means ive noticed quite ALOT! theres even an alex jones type radio station, and mentions of annunaki. pls share here. its pretty hilarious, for me...since im only aware bc mostly of avalon!