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Mount&Blade — StrategyWiki, the free strategy guide and walkthrough wiki This is the first game in the Mount&Blade series. For other games in the series see the Mount&Blade category. Mount&Blade is an RPG from TaleWorlds. It is a strictly historical game (no monsters or magic, not even healing potions) set in the fictional world of Calradia. Its innovative design has already attracted a thriving mod community. Mount&Blade — StrategyWiki, the free strategy guide and walkthrough wiki
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Sandman By: Neil Gaiman, Dave McKean etc. Don’t worry: this is nothing to do with Spider-Man 3 or Thomas Haden-Church. Sandman | The 30 Comic Books You Should Have Read | Features | Empire Sandman | The 30 Comic Books You Should Have Read | Features | Empire
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The Word of Notch Let’s say you’re Neo, and you were the first person ever to come up with the idea of a novel. It’s like a short story, but longer, and you’re really proud of it. Trinity then runs up to you and takes one of the few printed copies of your novel. You don’t want her to do that, as you paid good money to have it printed, and was hoping to get that money back, so you taze her. Trinity tried to commit theft. She sulks for a bit, then asks if she can borrow one copy to read it. The Word of Notch
A radical pessimist's guide to the next 10 years A radical pessimist's guide to the next 10 years The iconic writer reveals the shape of things to come, with 45 tips for survival and a matching glossary of the new words you'll need to talk about your messed-up future. 1) It's going to get worse No silver linings and no lemonade. The elevator only goes down. The bright note is that the elevator will, at some point, stop.
The Inbetweeners The Inbetweeners Parental Control HistoryCloseSign in to get the most from 4oD History View your own personal 4oD history, useful if you share a computerKeep track of the last 50 shows you watched or started watchingResume unfinished shows from the point you stopped watching FavouritesCloseStart using Favourites today Look out for the add to Favourites button as you browse the siteUse the buttons to create a list of all your favourite showsNew 4oD episodes are flagged here so you don't miss out FIRST BROADCAST: Mon 18 October 2010E4
Where Realtime Worlds went wrong | Luke Halliwell's Weblog Where Realtime Worlds went wrong | Luke Halliwell's Weblog I finally feel that I’ve got enough perspective on things to put together some thoughts on what went wrong at Realtime Worlds. It’s been a tough piece to put together, because the scope of the question is just so big. In the end, I’ve settled for a set of observations that are cultural in nature. With my knowledge of what happened, these are the closest I feel I can get to root causes. It does raise the questions of why we had these cultural problems, and when they crept in.
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Warning: Spoilers for the final episode of Season Four of The Wire. Slate: If you had to sum up what The Wire is about, what would it be? Simon: Thematically, it's about the very simple idea that, in this postmodern world of ours, human beings—all of us—are worth less. I Am NOT the Beastmaster: The Game is Rigged I Am NOT the Beastmaster: The Game is Rigged
I Am NOT the Beastmaster: Heroin, or, The Economic Logic of Late Capitalism I Am NOT the Beastmaster: Heroin, or, The Economic Logic of Late Capitalism Of all the corrupt and declining institutions on The Wire, none are more corrosive than the drug gangs. It's not just the product they're selling, which destroys lives and eats away at neighborhoods; it's the business itself, a shadow industry run by sociopaths who betray their own people when there's a dollar to be made or a risk to be avoided. But it wasn't always like that: The users, an army unto themselves, were serviced daily in back alleys and housing project stairwells by men who were, on some level, careerists, committed to distribution networks that paid them, protected them, paid their bails, and took care of their people when they went away to Hagerstown or Jessup. These men were professional in outlook, lethal but not reckless, and by and large, they lived with an acknowledged code, to wit: They didn't use what they sold. They didn't serve children or use children to serve, just as they wouldn't sell to wide-eyed virgins looking to skin-pop for the first time.
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