And we heard nothing while the world changed

A collection of totally biased self centered stuff, accumulated since 1999 by Iphigenie aka Superiphi aka Joelle Nebbe-Mornod, old style netizen, reader, gamer, walker, photographer, web architect, technology executive, and constantly curious mind

After a year and a half, finally, I treat myself

In October 2006, when my photography kit got stolen the first time, I wrote about wanting the K10D(or GX-10).
I even bought a film pentax camera and several zoom and prime lenses, since they would be reusable. That got stolen again, but I stuck with the plan. Snatched another MZ-M off ebay, and just one lens.

But FINALLY, in January 2008, I went out and bought a Samsung GX-10. A year and a few months later it was still a great camera and I still wanted it so I could finally justify doing it.

Expect more pictures soon!


The Witcher (long) review

Game: The Witcher

From: http://gaming.tweaktown.com/reviews/873/1

Sure, the combat system is pretty cool, but it gets better. Perhaps the coolest feature of all in The Witcher is the presence of a time-of-day system. While obviously being based on an accelerated model, The Witcher has authentic nights and days that develop in front of your very eyes. The cool part specifically comes from how the game utilizes the day-night system in its missions and general gameplay - some missions can only be done at certain times of the day, and some areas such as villages can change dramatically in atmosphere from light to dark. Lets just say, when the moon comes rising, many of the game’s baddies come out to play, and the once bustling friendly day time environments turn into deserted spooky landscapes of death. It just adds so much to the gameplay and atmosphere and, thanks to Geralt’s ability to meditate around a fire or rent a bed, you can accelerate time as you wish. It is also during the meditation phases in the game where you can spend any experience points, and create many of the games potions - one of the greatest tools at a Witcher’s disposal.

The potion creation system basically epitomizes the depth and detail you can expect to find in The Witcher. Rather than simply picking up ready potions from the slain bodies of your opponents, more often than not what you will find ingredients instead, which you must then take and combine with other ingredients and bases to create particular potions, and the potions in this game are nothing to be ignored, as they can easily be the difference between defeat and victory, giving Geralt enhancements such as faster life regeneration, slowing down time, special immunities, and things of that nature. There are a fair few ingredients you can acquire, some very rare, and there are multiple ways to go about acquiring ingredients. For instance, if you make an effort to obtain and read books in the game from literature vendors and other sources, you can learn about wild plants and actually go out and pick certain ingredients from the world around you. You have to be careful with potions though, as too many at a time can hurt Geralt as indicated by the game’s toxicity meter, which you can deplete via meditation/sleep.

More about The Witcher


A depths of Peril reviw

Game: Depths of Peril

From: http://www.gamersinfo.net//index.php?art/id:2103

Depths of Peril is a unique and addicting little game that I’ve played for many hours already and intend to keep on playing. Though the game could use more attention to detail - and a bit of filling out of world areas - as it stands, it is far from the typical static environments I find in so many games. The leveling and statistics are complex and interesting; it just keeps me always wanting to fool around more with it. One of the best elements of the game is the shear randomness. Maps, enemy types, quests, items, loot, locations, rewards, and difficulty all find ways to change each time you play, and even while you play. While Depths of Peril doesn’t seem to stand out in any area in particular, there is just something about the game that won’t let me stop playing.

More about Depths of Peril


Age of Decadence interview

Game: The Age of Decadence

From: http://www.rockpapershotgun.com/?p=1028

What influenced your thinking about the game - and I mean, in specifics rather than generalities. In what ways did other games open your eyes, make you realise this is what games could be and why were they wonderful?

Vince: Fallout – a masterpiece that redefined role-playing and set a new standard.
Planescape - reading in a game has NEVER been so much fun, and according to Avellone, never will be.
Darklands - it’s easier to list what you couldn’t do in that game than what you could do. It saddens me that a game of that caliber won’t be made again, but hey, who needs gameplay when you can look at shiny next-generation graphics? m i rite?
XCOM - The king of turn-based gameplay. If you haven’t played it, stop reading this crap and go play it right now.
And finally, Prelude to Darkness, a brilliant indie game that nobody played:

Prelude to Darkness featured an original, very detailed setting, great TB combat system, multi-solution quests, branching main quest, and many innovative design elements. That was the game that inspired me the most. It has shown me that indie projects can easily compete with and even beat “commercial” games in the gameplay and design departments.

It gets more opinionated after that around turn based games and the state of the industry

More about The Age of Decadence


Game added: Plunder

Genre: gamesstrategy • Platform: Pc •

Status:

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Game added: Supreme Ruler 2020

Genre: gamescomputersstrategy • Platform: Pc •
Developer: Battlegoat Studios • Publisher: Paradox Interactive •
Status:

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Game added: The Age of Decadence

Genre: gamescomputersrole playing • Platform: Pc •
Developer: Iron Tower Studios • http://www.irontowerstudio.com/
Status:

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Software I wouldnt do without, January 2008 rehash

I think there have been less changes in the last year in spite of finding and testing dozens of tasty things thanks to donationcoder.com.

So what’s changed?

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