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	<title>SS ²</title>
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	<link>http://sonokamome.co</link>
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		<title>Nehemia&#8217;s &#8220;Budha Light&#8221;</title>
		<link>http://sonokamome.co/nehemias-budha-light</link>
		<comments>http://sonokamome.co/nehemias-budha-light#comments</comments>
		<pubDate>Fri, 18 May 2012 05:39:15 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Stuff]]></category>
		<category><![CDATA[Beer]]></category>
		<category><![CDATA[Buddha]]></category>
		<category><![CDATA[Nehemia]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1516</guid>
		<description><![CDATA[Nehemia, if you remember from the &#8220;Lord Cheney&#8221; figure post, has made some pretty interesting art using beer bottle caps and managing to make miniature images of Buddha on them; Buddhist art, done light. You can check out more of &#8230; <a href="http://sonokamome.co/nehemias-budha-light">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Nehemia, if you remember from the &#8220;Lord Cheney&#8221; figure post, has made some pretty interesting art using beer bottle caps and managing to make miniature images of Buddha on them; Buddhist art, done light. You can check out more of Nehemia’s work and progress at The Neon Inquisitor forums   (<a href="http://www.warseer.com/forums/showthread.php?213093-The-Neon-Inquisitor-Progress-log/page11">click here</a>)</p>
<p><a href="http://sonokamome.co/bl/bl.html"><img src="http://sonokamome.co/wp-content/uploads/2012/05/budhagalleryscreenshot-906x1024.jpg" alt="" title="Click here to see the Budha Light Gallery!" width="584" height="660" class="aligncenter size-large wp-image-1517" /></a></p>
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		<title>SonoQuest: updates on the backlog</title>
		<link>http://sonokamome.co/sqblg</link>
		<comments>http://sonokamome.co/sqblg#comments</comments>
		<pubDate>Thu, 10 May 2012 01:23:41 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Thought]]></category>
		<category><![CDATA[Deus Ex]]></category>
		<category><![CDATA[Steam]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1481</guid>
		<description><![CDATA[I&#8217;ve been going through the backlog of games, that I have said at the start of this year that I would go through, finding that, really, I like all of them a lot. So much, in fact, that I think &#8230; <a href="http://sonokamome.co/sqblg">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://sonokamome.co/wp-content/uploads/2012/05/Jensenapartment-1024x535.jpg" alt="Yes....just three more titles to go...*sigh*" title="Yes....just three more titles to go...*sigh*" width="584" height="305" class="aligncenter size-large wp-image-1507" /></p>
<p>I&#8217;ve been going through the backlog of games, that I have said at the start of this year that I would go through, finding that, really, I like all of them a lot. So much, in fact, that I think these games  that I&#8217;ll go back again and again because they&#8217;re really fun to play. I remember when I used to have a Hewlett Packard Pavilion PC that I would often use to play Half-Life, DeusEx, Quake III Arena, Serious Sam: The Second Encounter and even Soldier of Fortune (thanks GUNGHO917! I have not forgotten!). And the common thread about the games is that they were all really fun and brought you to their world despite the genre (first person shooters that were not really known to give story very well at that time).</p>
<p></p>
<h2>A recap of wasted time</h2>
<p>So far I&#8217;ve managed to finish the following games which I&#8217;ve included a small two-bit review on:</p>
<p><cite style="font-weight: bold;">Alice: The Madness Returns</cite> &#8211; This game is said to be like the first where it visuals are great despite the flaws found in the camera, controls and weaponry. The leveling design and the overall atmosphere of the game is undeniably good as it really sucks you in to the world that won&#8217;t let you stop looking at and admiring it. The story continues off from the last game where Alice, after a series of unfortunate events, comes back to end up at the care of a psychiatrist who can be described as nothing more than a mere psychological groomer and laxative of children that are to be sold to pedophiles. Violence, macabre, and black humor are to be expected in this title as it does not disappoint in delivering.</p>
<p><cite style="font-weight:bold;">L.A. Noire</cite> &#8211; A game about a man that goes through a seemingly okay transition from being a World War II veteran to one of the Los Angeles Police Department&#8217;s finest, only to have the twist and turns that make him into a pariah while going after the largest scam that hits all facets of the ruling and executing classes of Los Angeles&#8217;s emerging and booming society of the late 1940&#8242;s.</p>
<p><cite style="font-weight:bold;">Star Craft II</cite> &#8211; A space cowboy opera, complete with just about every Southern stereotype that you can imagine thrown in for good measure. Whether you identify yourself as the archtypical &#8220;good ole&#8217; boy&#8221; or not, this real time strategy title is definitely for you. That or a person that happens to love real time strategy games; a genre not exactly up my alley &#8211; <em>Myth: The Total Codex</em> anyone?.</p>
<p><cite style="font-weight: bold;">Tomb Raider Legend</cite> &#8211; This just might end up being among the last of the linear 3D action adventure platformers because no one is making games like this one anymore. The game takes you on the role of Lara Croft, the &#8220;healthy&#8221; looking British archaeologist who, in this installment in the series, is going out to pursue Valhalla by investigating the artifacts that open to the gates to Valhalla and try to find her mother. The game is kind of bland&#8230;but in a good familiar way that was understandable given that, when this game was made, the game development industry still were competing for who had the best graphics in their game for the most part and not innovative gameplay per se.</p>
<p><cite style="font-weight: bold;">Bastion</cite> &#8211; This game is the only indie game that I can gives complete approval, but also recommend from a soft spot of my innards (your cue to say &#8220;ewww&#8221;). The RPG elements incorporated into this isometric platformer is just great. The animation and art style that is almost that of the manga/anime character designs but with more attitude and flare that is quite unique. I would highly recommend playing this game along with your favorite beverage because this game makes drinks of whatever kind interesting enough for you to want to have one while playing this game. </p>
<p><cite style="font-weight: bold;">Batman: Arkham City</cite> &#8211; If you have ever played <cite>Batman:Arkham Asylum</cite>, then you know that it is one of the best Batman video games ever as it made up for years and years of very bad Batman video games. And you would also know, those among you that are Batman comic buffs, that the story behind both <cite>Batman: Arkham Asylum</cite> and <cite>Batman: Arkham City</cite> are made up of a a few comic story lines that parallel to the official current Batman timeline. Which means I ended up playing a game that revolved around a story plot that pretty much came from the writers at Detective Comics which is quite exciting and is the biggest selling point for me to tell anyone when recommending this game.</p>
<h2>Currently on &#8220;SonoQuest: wasting away on gaming&#8221;</h2>
<p>Currently I&#8217;m tackling on Deus Ex: Human Revolution which, in a nutshell, feels and acts like the very first Deus Ex game of the series. I really do like the aesthetics and the cyberpunk action that really reminds me of <cite> Ghost in the Shell: Innocence</cite> . Despite the story not being as intricate as the very first Deus Ex game with the multiple party backstabbing and whatnot, but this game really sets forth the linchpins that would later on result the circumstances found in the first Deus Ex game story. Update (5/9/12): I finished this game and I might write a quick review on it to give my impressions of the game in the near future.</p>
<h2>&#8220;Next time on SonoQeust&#8221;</h2>
<p>After this I have only three games in the backlog: <cite>Witcher I</cite>, <cite>II</cite> and finally <cite>Fallout 3: Game Of The Year Edition</cite>. So how long will it be before I&#8217;m completely and utterly done with the games that I have currently? I give around 5 to 8 months really. But all in due time&#8230;all in due time.</p>
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		<title>Teddy Pendergrass &#8211; Love TKO</title>
		<link>http://sonokamome.co/teddy-pendergrass-love-tko</link>
		<comments>http://sonokamome.co/teddy-pendergrass-love-tko#comments</comments>
		<pubDate>Tue, 17 Apr 2012 07:00:32 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[Thought]]></category>
		<category><![CDATA[night thoughts]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Teddy Pendergrass]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1473</guid>
		<description><![CDATA[She turned on the radio and then started to drink her bottle and sighed &#8220;You know sometimes I don&#8217;t know what to think about the man..&#8221; She trailed off while slowly drinking and then looked at me and started to &#8230; <a href="http://sonokamome.co/teddy-pendergrass-love-tko">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div style="font-style: italic;">
She turned on the radio and then started to drink her bottle and sighed &#8220;You know sometimes I don&#8217;t know what to think about the man..&#8221;<br />
She trailed off while slowly drinking and then looked at me and started to say &#8220;..I wish some people were like you&#8230;you&#8217;re easy to figure out and you have no surprises&#8221;<br />
<br />
&#8220;&#8230;people always have something about them that one learns over time.&#8221; I said<br />
<br />
&#8220;I guess you&#8217;re right.&#8221; She said and then looked outside.  The moon shone brightly across her eyes with it&#8217;s slight orange hue of a full moon.<br />
<br />
She poured herself another drink.
</div>
<p></p>
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		<title>Udpates: Gaming among a few things</title>
		<link>http://sonokamome.co/updatesgaf</link>
		<comments>http://sonokamome.co/updatesgaf#comments</comments>
		<pubDate>Sat, 07 Apr 2012 02:39:58 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Thought]]></category>
		<category><![CDATA[backlog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[xml]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1444</guid>
		<description><![CDATA[Around three months ago, I mentioned of a large backlog of games that I had to go through and finish before I would give myself permission to go buy any new game. After going through my backlog list I began &#8230; <a href="http://sonokamome.co/updatesgaf">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="aligncenter  wp-image-1458" title="mstevens_image08-1024x960" src="http://sonokamome.co/wp-content/uploads/2012/04/mstevens_image08-1024x960.jpg" alt="" width="430" height="403" /><br />
Around three months ago, I mentioned of a large backlog of games that I had to go through and finish before I would give myself permission to go buy any new game. After going through my backlog list I began to think why I had not finished some titles that I had listed while I did for others. It turns out that I just did not like them or found them particularly fun to play so I dropped them.</p>
<p>But to go into more detail about the subject matter: I found that some games are just not feasible to even be counted on the backlog since they are games that either don&#8217;t have real closure to them or have not fit my taste in games.</p>
<p>The first category is really games that are just meant to be played over and over again until absolute mastery is achieved to enjoy thoroughly such games related to a sport of some kind (racing or martial arts) or maybe related to some particular eye-hand coordination conditioning to be good at (like bullet hell games). And then there are games that just never got me interested or I thought that the game was designed too poorly that I just did not bother to continue and drop them.</p>
<p>It could be that perhaps my supposed initial count of 47 games waiting for me to tackle are really going to be slimmed during the next months of playing through the games so it will end up with me just having around half a quarter of the original size of the backlog. Resulting in me having wasted money on games that I never end up playing at all; lesson learned when it comes to game impulse buying: don&#8217;t do it or it&#8217;s going to make gaming suck for oneself.</p>
<p>to check out the backlog in progress(<a href="http://sonokamome.co/XML%20Game%20Backlog%20Project/backlog.xml">click here</a>). I should also give note that for Firefox users, the CSS Skew rules don&#8217;t work anymore (at least with the nightly builds they don&#8217;t anymore).</p>
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		<title>Messing around with XML</title>
		<link>http://sonokamome.co/messing-around-with-xml</link>
		<comments>http://sonokamome.co/messing-around-with-xml#comments</comments>
		<pubDate>Mon, 19 Mar 2012 03:16:25 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Stuff]]></category>
		<category><![CDATA[Thought]]></category>
		<category><![CDATA[css3]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[xml]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1432</guid>
		<description><![CDATA[After messing around with XML for a few hours and fiddling around with the skew feature in CSS 3, I ended up making an, almost complete, xml document of my entire game backlog that I&#8217;ll update every now and then &#8230; <a href="http://sonokamome.co/messing-around-with-xml">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://sonokamome.co/wp-content/uploads/2012/03/Screenshotskew-843x1024.jpg" alt="" title="Screenshotskew" width="584" height="709" class="aligncenter size-large wp-image-1433" /></p>
<p>After messing around with XML for a few hours and fiddling around with the skew feature in CSS 3, I ended up making an, almost complete, xml document of my entire game backlog that I&#8217;ll update every now and then after finishing a game or two.<br />
<br />
The idea is to get a list that is written in XML that is linked to an XML Stylesheet (XSLT) that is linked to a Cascading Style Sheet written up with some fancy CSS 2.1 and 3 effects and then passed through a web browser (any browser will do that anyone happens to use to access the XML file as all modern browser can parse xml, css, process xslt files and output the XML in HTML form) to then be seen in the manner as shown in the image above.<br />
<br />
A work in progress as the CSS rules will be worked on a bit more, the XSLT file will need more fine tuning, and last, but not least, have the XML document itself finished and ready to go.<br />
<br />
What is interesting for is the file-on-file access and cross technology of static code that can be taken from a single desktop application program (the web browser) to have everything come together.<br />
<br />
It should get more interesting if I should start basing tags, attributes, and expected values found within the XML document itself on a document type definition (DTD) so that way there&#8217;s a more formal manner of defining the tags, attributes, and potential values so as to form, not just a solid XML file, but also a very small XML-based markup language for this game backlog list XML document.<br />
</p>
<p>Update on 3/26/2012 I&#8217;ve completed the list in the base xml file so any future changes will likely to pertain to the CSS or XSLT file. And as always you&#8217;ll find on the right hand the link to the list to check out any updates that I&#8217;ve done and where I&#8217;m at with my backlog.</p>
<p>(<a href="http://sonokamome.co/XML%20Game%20Backlog%20Project/backlog.xml">Click Here</a>)</p>
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		<title>Billy Ocean &#8211; Nights (Feel Like Getting Down)</title>
		<link>http://sonokamome.co/billy-ocean-nights-feel-like-getting-down</link>
		<comments>http://sonokamome.co/billy-ocean-nights-feel-like-getting-down#comments</comments>
		<pubDate>Tue, 13 Mar 2012 03:54:46 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[1980's]]></category>
		<category><![CDATA[Billy Ocean]]></category>
		<category><![CDATA[Jane Fonda]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1423</guid>
		<description><![CDATA[Billy Ocean, The Trinidad-born English based R&#038;B singer that really broke out full success in the U.K. and State-side with this breakout song in 1981 along with the &#8220;Suddenly&#8221; in 1984. The song&#8217;s compositions have their roots without question to &#8230; <a href="http://sonokamome.co/billy-ocean-nights-feel-like-getting-down">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Billy Ocean, The Trinidad-born English based R&#038;B singer that really broke out full success in the U.K. and State-side with this breakout song in 1981 along with the &#8220;Suddenly&#8221; in 1984. The song&#8217;s compositions have their roots without question to funk question given the back-beat signature that the song carries out and especially evident during it&#8217;s breakdown sections of the song. And although this is one of those songs that utilized synthesizers, electric drums, and with some use of sound effects, the song&#8217;s entire performance does not feel cold or foreign from the acoustic instrumental performances from funk acts from the 70&#8242;s.<br />
<br />
So you have the song be clean in its delivery and the beats feel solid without giving the impression that the artist is taking itself too seriously. And this is perfect since the primary focus is entirely on Billy&#8217;s voice which works well within these parameters &#8211; again, another characteristic of 70&#8242;s funk music acts. So if there&#8217;s a song that you have been wanting to know that was definitive for defining the 80&#8242;s then this one is definitely one of those songs.</p>
<p style="text-align:center"><iframe width="640" height="480" src="http://www.youtube.com/embed/a74LWsQtYyo?rel=0" frameborder="0" allowfullscreen></iframe></p>
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		<title>A word on mechanical keyboards and my latest toy.</title>
		<link>http://sonokamome.co/mechkey</link>
		<comments>http://sonokamome.co/mechkey#comments</comments>
		<pubDate>Sun, 11 Mar 2012 08:07:26 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Stuff]]></category>
		<category><![CDATA[daskeyboard]]></category>
		<category><![CDATA[mechanical keyboard]]></category>
		<category><![CDATA[peripherals]]></category>

		<guid isPermaLink="false">http://sonokamome.co/?p=1375</guid>
		<description><![CDATA[There are many peripherals that exist out in the market for computing that many gamers go for are mouses, monitors, graphics cards, mouse pads, headphones with speakers, and anything that can assure as much audio/visual accuracy for their gaming experience &#8230; <a href="http://sonokamome.co/mechkey">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-1412" title="It may look intimidating but it seriously is one heck of a keyboard to work with when touch typ" src="http://sonokamome.co/wp-content/uploads/2012/03/daskeyboard.jpg" alt="" width="555" height="276" /></p>
<p>There are many peripherals that exist out in the market for computing that many gamers go for are mouses, monitors, graphics cards, mouse pads, headphones with speakers, and anything that can assure as much audio/visual accuracy for their gaming experience as much as possible, but there is one peripheral that is so crucial and fundamental that most overlook: it&#8217;s the keyboard. Before I start my review I&#8217;d like to give a quick crash course in the difference between a mechanical keyboard and what keyboards most people have come to be used to using in recent years (rubber dome). If you remember back in the old days of computers when you had these loud heavy keyboards that would be part of the computer set ups. Originally of IBM engineering design, these computer keyboards were composed of electronic switches that would make use of gold plated contacts &#8211; so as to assure proper electronic signaling of the particular key switched pressed. This made sure that you had every key stroke register with the computer. At the same time it was design to make sure that there was little finger fatigue, and by extension, hand fatigue with long periods of use. So functionality and ergonomics were in mind. The only set back was that that keyboards were loud with the individual key &#8220;clicks&#8221; and &#8220;clacks&#8221; that it would give in use.</p>
<p><span id="more-1375"></span><br />
In time, as more and more computers were sold and became common place among consumers, a new kind of keyboard began to emerge: the rubber dome switch keyboard. The rubber dome switch keyboard was new kind of of engineered keyboard that allowed for making more slimmer laptops as prior mechanical switch based laptop keyboards would take up a lot of space (which often result in some pretty bulky laptops). The design of a rubber dome keyboard was having a keyboard rely on wire membranes would be connected to small rubber capped switches that, when pressed down, would start an electronic signal to register to the computer immediately. Now given that the engineering and design of rubber dome keyboards was for the application of portable computers of the time &#8211; laptops &#8211; it made sense since the wiring within the keyboard not need to be long and would not make the signals started by the pressing of the rubber switches to have to travel much before the signal begins to attenuate (that is to lose signal strength from the starting point being the rubber dome switch to the central processing unit). But when rubber dome keyboards are applied for desktops computers and workstations, the quality of such type of keyboards overtime don&#8217;t address the needs that mechanical keyboards do become apperant. And it becomes apparent over time when, after heavy or long term usage, the rubber dome switches eventually wear out and don&#8217;t immediately generate and send electronic signals at the proper speed as they should for the keys to register on the computer of which its connected to &#8211; resulting the noticeable &#8220;delays&#8221; for characters to show up on the screen sometimes when worn rubber dome keyboards begin to give out.</p>
<p>In the area of ergonomics, rubber dome keyboards are quite variable in performance in terms of the amount of force that the keys need to be pressed. For instance you may have some rubber dome keyboards designed to require a lot of force for your fingers to apply in order to press down while other rubber dome keyboards are more &#8220;spongy&#8221; and easy on the fingers but later wear out quickly where you have your most used keys require more force than those keys that you have not used as much throughout the entire time that you have used the keyboard. So this can provoke very quickly for carpel tunnel to result or possibly some type of arthritis to develop overtime due to having to work with such a variable set of keys that require different amounts of force to be applied.</p>
<p>And this is where mechanical keyboards prevail: with the use of individual mechanical switches that, which by design are inherently more resilient and offer a more uniform feel, the tactility, when using such a keyboard, manufacturers can use various types of mechanical switches that are varied by tactility. Resulting in being able to make mechanical keyboards that are designed for various needs or purposes. An example: you can have one mechanical keyboard with mechanical switches that require more force to press down because it will be used on a computer terminal where precise registration of the keys is needed and prevent any &#8220;finger slips&#8221; that will cause typos. Another example: a mechanical keyboard where you have mechanical switches that require very little force to press down and register the keys before completely pressing down any given individual key so as to allow for the user (let&#8217;s say a PC gamer of a fast paced first person shooter multi-player game) to input the commands quickly without any force resistance obstructing every keystroke &#8211; or when touch typing with very quick precision and speed.</p>
<p>So with that being cleared up, I&#8217;d like to give a brief review of one such mechanical keyboard that I have purchased recently: the Daskeyboad Ultimate S Silent Model. The Daskeyboard Ultimate S Silent model is a mechanical keyboard that makes use of Cherry brand mechanical switches (the Cherry MX Brown switch model to be exact) which allows for a more slightly quiet and light performance during usage in comparison to their other keyboard model that makes use of the more tactile (but loud) Cherry MX Blue switches. The keyboard comes with blank keys so there is no inscription of what every individual key does exactly which is ideal if you happen to be one that does not use the QWERTY keyboard layout and use other alternative keyboard layouts such as Dvorak or Colemark, or just happen be to be forcing yourself to upkeep your touch typing skills and not look at your keyboard. And it&#8217;s thanks to the Cherry MX Brown key switches that you have a keyboard that is firm enough to help in making precise hits on the keyboards when typing while being easy enough to press down when playing any game that requires quick succession of keys to be pressed. But no matter whether you are gaming or are just typing away your latest report, this mechanical keyboard is the one to go to when you are working for sure. Couple this with the feature of being able to connect this via PS/2 and make use of n-key rollover. N-key rollover is a feature that is found in most or all mechanical keyboards where you can press down as many keys as you want and they will all register <em> at once</em>! Again very helpful for the fast touch typist or the hardcore multiplayer first person shooter gamer.</p>
<p>On the gaming side, I have noticed some definite responsiveness that I have seen lacking in the scissor rubber dome key type keyboards that I have been using in recent years &#8211; especially in first person games where the keyboard really shines as it demands for multiple keys to be pressed in quick consecutive succession for strafe movement. When playing less demanding games such as L.A. Noire, Fallout 3, or The Witcher, I&#8217;ve noticed where you have the ease of the keys that don&#8217;t end up tiring my fingers (my ring, middle, and index fingers that work with the WASD keys). And although it would have been more ideal for the keyboard to utilize mechanical switches with even less force resistance, such as the Cherry MX Red switches, they would have been a bit too light and more a disadvantage when typing sometimes as the resistance in the keys with the keyboard I have are helpful playing as sensory cues to my fingers and peripheral vision to indicate when I&#8217;m either pressing the right or wrong buttons when typing.</p>
<p>On the productivity side of things, this keyboard is quite nice to work with and allows you to really get into wanting to type fast and with precision. With the various clicks and clacks you hear with this keyboard as you type, you can really get into what you&#8217;re doing as you are using this keyboard. But it&#8217;s not just audio aesthetics as the feel of using this keyboard while typing away at fifty to sixty-four words per minute, you can then start to really appreciate the ease of use of this keyboard and start asking yourself quietly of what exactly have you been using up till then on the computer.</p>
<p>The keyboard key buttons themselves are of a sturdy hard plastic with a matte finish that does not develop gloss spots as quickly as more cheaper quality keyboard buttons might. On the other hand, the gloss finish of the keyboard panel itself I&#8217;m not particularly fond of as it requires the occasional wiping with a microfiber cloth which comes included with it for good measure when it smudges quite easily. But other than that this keyboard is quite nice and really allows you to easily enjoy typing on it. It goes for $135 and I highly recommend it for anyone that wants a keyboard that will provide a durable and top-notch performance for many years.</p>
<p>Check out Daskeyboard&#8217;s website (<a href="http://www.daskeyboard.com/">click here</a>)</p>
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		<title>A word about The Elder Scrolls IV: Oblivion</title>
		<link>http://sonokamome.co/a-word-about-the-elder-scrolls-iv-oblivion</link>
		<comments>http://sonokamome.co/a-word-about-the-elder-scrolls-iv-oblivion#comments</comments>
		<pubDate>Thu, 23 Feb 2012 00:01:21 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Thought]]></category>
		<category><![CDATA[Bethesda]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[The Elder Scrolls]]></category>

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		<description><![CDATA[Many of the games of theThe Elder Scrolls series, at least the main numbered titled installments of the series and not the spin-off titles (such as Battlespire and Redgarud), have all been about open-world RPG gaming with the emphasis in &#8230; <a href="http://sonokamome.co/a-word-about-the-elder-scrolls-iv-oblivion">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p><img class="aligncenter size-large wp-image-1421" title="Goodforyouoblivion" src="http://sonokamome.co/wp-content/uploads/2012/02/Goodforyouoblivion-819x1024.jpg" alt="" width="584" height="730" /></p>
<p>Many of the games of the<cite>The Elder Scrolls</cite> series, at least the main numbered titled installments of the series and not the spin-off titles (such as <cite>Battlespire</cite> and <cite>Redgarud</cite>), have all been about open-world RPG gaming with the emphasis in immersion and believeability &#8211; something that is a big deal given how Bethesda, the game developers of <cite>The Elder Scrolls</cite> game series, go about achieving this with each series installment. And out of all the possible examples to go pick to demonstrate this, I&#8217;m going to be talking about the second most recent installment &#8211; which I just finished recently &#8211; of the series, <cite>The Elder Scrolls IV: Oblivion</cite>.</p>
<p style="text-align: left;">Released in 2006 and quickly being the darling of the PC and console gaming world for it&#8217;s incredibly large gaming environment, vast story arcs, customizability, and large questlines. The game, at the time during release, was not making promise or offering anything that was starting to become &#8220;standard feature&#8221; in PC games such as multiplayer or co-op gaming. It was nothing more than your standard, offline, single-player video role paying game but what it did promise was improvements from it&#8217;s predecessor, <cite>The Elder Scrolls III: Morrowind</cite>, such as an intuitively designed menu and quest navigation system that allowed the player to be able to manage quests and go through the world of which your character plays in (this time in the Tamerialic province of Cyrodill for <cite>Oblivion</cite>) without losing direction or hair and/or mind (in that order).</p>
<p style="text-align: left;">Of course there was the expected graphics improvement and shifting from the old <cite>Gamebyro</cite> game engine to the new <cite>Gamebyro Lightspeed</cite> game engine &#8211; the latter featuring some milestone technological advances that allowed for even further modularity and extensability for game developers and designers which means that the world of <em>Oblivion</em> was guaranteed to larger, have more depth, and would surely kill hours of your free time.</p>
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<h2>The Graphics</h2>
<p style="text-align: center;"><img class="aligncenter  wp-image-1272" title="Oblivion Elder Scrolls Library" src="http://sonokamome.co/wp-content/uploads/2012/02/Oblivion-Elder-Scrolls-Library--1024x557.jpg" alt="" width="701" height="380" /></p>
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<p>Originally, past <cite>Elder Scrolls</cite> title were all geared for the PC, but Bethesda thought that it would be better for development of <cite>Oblivion</cite> be focused around the upcoming XBOX 360 platform. The reason was that the developers felt that sticking to developing for the PC was going to have them constantly struggle with variables that involved with the myriad of graphics cards for the PC (where the game could end up being more optimized for certain hardware set ups, and in particular certain graphics cards, while leaving most people with an unoptomized or under performing game for not having such hardware). So what has resulted was having a menu that is visually pretty large and ideal if you were playing the game through the XBOX 360 but not for the PC.</p>
<p>Now many, including myself, have not really been bothered much by it, although you have to admit that you could make better screen real estate use with making the fonts and overall menu graphics sizes smaller to suit PC players in the PC release of the game &#8211; which prompted for people to make modifications for the menus to address this need. This also prompted PC gamers to find modifaction solutions in adding better textures to the objects of the game world and even sometimes going as far as doing a complete remodeling and &#8220;beautifications&#8221; of some of the game&#8217;s world locations, non-playable characters, and even the game character that the player takes control of. And this was possible because of the <cite>The Elder Scrolls Construction Set</cite>that gave a lot of control over the game for PC gamers which is something that was not available for the console version and made up for the development directional change of the game in the eyes of many of the PC gaming community.</p>
<p>Consequently, it can be observed, that because the graphics used for the making of the game were with the console platform in mind, this allowed to make this, content-wise, a huge game that could be quickly installed whether through a direct download install (via Valve&#8217;s Steam distribution service) or through a hard copy installation. And with the later graphical upgrades done from what was achieved with the Playstation 3 release of <cite>Oblivion</cite>, it really makes the game quite impressive in of itself from a developers stand point and appreciable for the effort from a consumer&#8217;s perspective.</p>
<p>When you play the game you&#8217;ll notice that there was much attention to, not just environmental graphical detailing, but also in the finer points, the objects of the game &#8211; the flora and fauna, weapons, clothing and armor &#8211; are given much attention to that it is no wonder why some of the game&#8217;s modification community were encouraged to go ahead and take the time to make their own styles of clothing, weapons, objects, and even the minute details such as textures for game world objects as aforementioned. The inclusion of making emphasis of customization and inclusion of technologies such as high dynamic range rendering (which allows environmental details to be kept in either &#8220;very bright&#8221; or &#8220;very dark&#8221; lighting environments), parallax mapping (which allows texture to simulate actual depth), <cite>Havok</cite> physics into the game&#8217;s engine (which comes into play when using Telekenises spells, using arrows, or moving objects with your characters &#8220;hand&#8221; in first person view), and finally making use of a very flexible and customizable in-house <cite>Raidiant AI</cite>character artificial intelligence engine (which allowed the developers to create routines for all non-playable characters to do daily at certain times of the day on certain days of the week within certain days within a year) made this game even more appealing for modders but also for the casual gamer.</p>
<p>All in all, the end result is a very dynamic world with a lot of tech and effort put into the making of it.And as such you get to enjoy the very end results (which sometimes some players by mistake miss out due to trying to grind through the game too fast). Whether you&#8217;re trekking through the lands and reaching the top of a hill or a small summit, you get the opportunity to get get the best vistas of the game world. Add in the game&#8217;s HDR feature and you get some pretty interesting light and coloring from the world&#8217;s environmental surfaces in reaction to the position of the world&#8217;s &#8220;sun&#8221;. Add the environments with the design of the creatures and other key Non-playable characters that you have to interact with throughout the game, and you start to really begin to see the game environment as not just a complimentary element to the game but instead an omnipresent element that is not, again, decorative but integral to the experience of your character&#8217;s quests. And with the various micro climates and biodiversity found within <cite>Oblivion</cite> you can easily get caught up with certain parts that the environment&#8217;s flora and fauna are associated with such activities as alchemy &#8211; which I was very fond of focusing on when traveling in between quests with mixing various ingredients found in my travels in order to find out what effects could happen with mixing certain ingredients &#8211; sometimes ending up with some very powerful multi-effect potions. But of course, as the saying goes &#8220;looks are not everything&#8221; because there is the other thing that also comes into this game that really is quite impreessive: the sounds.</p>
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<p>&nbsp;</p>
<h2>The Sounds</h2>
<p style="text-align: center;"><img class="aligncenter  wp-image-1357" title="sheomusic" src="http://sonokamome.co/wp-content/uploads/2012/02/sheomusic-1024x640.jpg" alt="" width="584" height="365" /></p>
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<p>The game&#8217;s library of sounds is large enough to satisfy in fulfilling the expected for certain actions or activities. So after the first fifty hours of game-play you&#8217;ll begin to notice the repetition of the same &#8220;clinks&#8221; and &#8220;clanks&#8221; sound effects specific to certain weapons of the game. After that you&#8217;ll notice the different &#8220;spell-sounds&#8221; that you&#8217;ll hear for the various types of elemental and non-elemental attacks. You&#8217;ll get pretty good at figuring out which attacks by sound alone (such as lightning attacks) are being cast at your character from a distance. But the sounds never get old and sometimes, given the plethora of spells and weapon variety that you have, you&#8217;ll sometimes get curious to try out a weapon or spell simply to test out and hear the sound effects that the weapon will make upon action (getting the &#8220;feel&#8221; for the weapon to put it another way).As you make yourself through the world of Cyrodill, you&#8217;ll find that the biodiversity of the land is not just visually represented, it&#8217;s also audibly represented. For instance, when you get near the area known as <em>The Black Marsh</em>in the southern portions of Cyrodill, you begin to notice the various sounds that you would expect in a marsh or wetland area to start playing in the background. And the placement of sound sources, whether ambient or from a direct source (such as non-playable character or creature) are done in such a manner that allows you to, not only clearly hear the distinctness of the sounds generated from the very location of such entities but are able to tell exactly (or at least make an accurate approximation) from where the entity may be from where your character is at.</p>
<p>Although overlooked but this ability to hear your enemy or particular non-playable character of interest for defense or offensive purposes for your character, really gets the player to pay attention and almost blend, but not break, the fourth wall, thus producing the immersion effect of the game to come to fruition that is very transitory to where the player barely notices; this is especially true when you add in the musical score with all of this.As you start the game, you start with what is seemingly a brooding piece of music that slowly warms up to you and calls you to take your first steps into the world of Cyrodill and really take on the challenges that are ahead of you. And the manner of mood shifts that are done throughout these pieces (some that are as long as four minutes while some are just shy of one minute) are quite effective and subtle in their conditioning the player briefly to act accordingly to the situation; it functions precisely for what it is for throughout the game : mood music. But I call the scores in the game &#8220;mood music&#8221; in the sense that they, again, are effective in subtly making the player turn their attention the situation that the music cues in as appropriate for focus &#8211; whether a battle, a moment of long exploration throughout the lands of Cyrodill, or just dungeon questing. The admiral part of the entire catalog of music is the brevity of some of these pieces, you really can get quickly caught up with how the music matches to the situation that your character may be in. For example, you&#8217;re on your way to a destination as part of a very important quest and you run into the very foes that are stopping you from getting there, cue in the battle music and you&#8217;ll find yourself, almost without being aware of it, in trying to beat the music&#8217;s ending to finish off those that dare to stand before your path and it&#8217;s all because of the sense of urgency that the music is good at conveying without being overbearing or cheesy.</p>
<p>A big part of that can be observed is the very Coplandesque nature of these pieces. If you have ever listend to any composition by Aaron Copland and come back to listen to Jeremy Soule, the composer of all of the music found in <cite>Oblivion</cite> as well as in <cite>Morrowind</cite> and, more recently <cite>Skyrim</cite>, you can hear Copland&#8217;s influence along with some light incorporation of New Age &#8211; just to pepper up the thematic and fantastic aspects in the compositions. So the result is something similar to the likes of the classical period of orchestral compositions mixed with the personal and the attention grabbing properties of Romantic era orchestral compositions with the subdued and tranquil quality that does not overbear or distract the player &#8211; such as when pondering on the next move within the game (and the music is quite relaxing to listen to boot!).</p>
<p>The only thing silly that I have found is that sometimes you just don&#8217;t want to have the music play when you&#8217;re not having your character do something that deserves a theme to be playing in the background &#8211; like standing around to wait for a non-playable character to talk to you or when you fight a mere crab and have this tumultuous piece of battle music play because it&#8217;s just silly. Might as well have my character stand around upon a moor and have it scratch its behind and still get an ovational orchestral score *scratch scratch*.</p>
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<p>&nbsp;</p>
<h2>The Story Arcs</h2>
<p style="text-align: center;"><img class="aligncenter  wp-image-1359" title="oblivion_questqoutet" src="http://sonokamome.co/wp-content/uploads/2012/02/oblivion_questqoutet.jpg" alt="" width="922" height="691" /></p>
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<p>The stories found within the quest lines in <cite>Oblivion</cite> are one that you can suspect, and within good reason, of sweeping changes to the long-established norms from within the different and factions and organizations &#8211; clandestine or otherwise &#8211; found within Cyrodill, and with that, Tamriel. And because <cite>Oblivion</cite>takes place in Cyrodill, the capital province of Tamriel, you begin to understand that your character&#8217;s actions will ultimately result in some sweeping changes that will, such as the completion of the main quest line, start affecting lore-wise the world around your character as well as the gameplay itself .Case in point: you have the main quest which is all about making sure that you not only stop the Deadric invasion, lead by the Daedric prince Mehurnes Dagon, from causing the very end of the world. Once you have completed the main objectives of the main quest, you essentially &#8220;beat the game&#8221; as far as the main story line of which the entire game was centered around, but things change following this. For one, you no longer have access to Oblivion portals &#8211; towering red fiery portals that lead to the plains of Oblivion which are Mehunes Dagon&#8217;s domain. This consequently removes you from being able to collect further experience points with strong opponents, collect powerful weapons, or be able to pick up sigil stones (artifacts that allow you to give powerful enchanted properties to your weapons or armor more so than magic enhancement). And because of the loss of these Oblivion gates, you have to then make up for what you have no longer access to with simply working whatever is left that could substitute: finding dungeons, forts, or quests that offer the opportunity to fight powerful enemies and/or acquire enchanted weapons.And such is the case where there are instances where you&#8217;ll make, from almost binary sets of options, decisions that will change the course of the game play and the very things that you&#8217;ll have access since the time of completion of particular quests. And this effect is further emphasized given the lore that is later on used to explain the events of <cite>Skyrim</cite> in relation to the events involving the hero you play as in <cite>Oblivion</cite>.The stories are varied and dapple from the light-hearted to the very dark. In the case of the Dark Brotherhood quest line, where your character can become a member of a guild of professional assassins, where you come to find that you work for a very mafioso guild &#8211; so it does not really function like a guild so much as a highly organized gang that happens to be in the assassination business coupled with underground worship of a meta-god that can be best described as &#8220;the god of the void&#8221;. The stories that are found will provide you an interesting insight of the denizens of the game world and also give you an understanding of the politics, social dynamics, economies, and also the shifts of people&#8217;s opinion towards certain subjects, again, as a result of the actions made by your character. And all of this really weaves together in a quite believable manner and pace that could inspire some players to go and check out the lore of the game series so as to better understand the game and be able to really participate instead of making random choices for the sake of &#8220;playing it in the best or quickest manner&#8221;. And it&#8217;s because the stories found in the quests are the heart and soul of the entire game and are at the center for which everything else in the game revolves around &#8211; which is sometimes quite hard to do for an open-world RPG title and should be appreciated by players.</p>
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<p>&nbsp;</p>
<h2>The Gameplay</h2>
<p style="text-align: center;"><img class="aligncenter  wp-image-1271" title="Advanced Blades Training version 3" src="http://sonokamome.co/wp-content/uploads/2012/02/Advanced-Blades-Training-version-3.jpg" alt="" width="763" height="360" /></p>
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<p>Oblivion works just like any RPG title where you have a character that starts off at level 0 (or 1) and from there you start to level up. Now, unlike some titles, where you level up in just one area (experience) of which then dictates the statistics of your character&#8217;s overall traits or particular skill set, in <cite>Oblivion</cite> you level up as according to certain specific actions that are associated with particular skills practiced which contribute to the statistics of certain attributes of your character. And with the the development of progress for these skills and attributes, you in turn, cause your overall &#8220;experience&#8221; progress meter to rise to the next level which rewards your in raising your overall character&#8217;s statistics. In other words, you are managing the particular properties of which to develop your character instead of having the game manage that for you (such as that found in all of the <cite>Final Fantasy</cite> series titles). And this is quite important as it follows the logos of the entire &#8220;be who you want to be; do what you want to do&#8221; philosophy of <cite>The Elder Scrolls</cite>game series. But you have to be very careful with this because, if you have a character that is fundamentally, for example, for melee combat &#8211; which won&#8217;t have strong base attributes for magic attacks and defenses &#8211; but you instead develop your character to have a strong magic attack and defense skill set that is not in accordance to those fundamental properties (such as strength, endurance, and willpower), you will end up having your character being quite ineffective overall despite the high levels of skills in magic and defense .The other thing that is important to keep in mind is that your character&#8217;s equipment must be both strong and compliment the very properties and statistical traits of your character. This might sound difficult but what it means is that you should always be mindful in making sure that your characters equipment will enhance the attributes of your character and while allowing your character to perform particular required tasks within a quest with ease and quickness. This is particularly true during quests where stealth and silence is necessary and highly appreciated to be able to reach objectives without ever getting into unnecessary fights. The reason that you would be better off enhancing your equipment and weapons is that you&#8217;ll be able to to at the start of the game, despite the low attribute stats of your character, to effectively defeat many characters and save money for much better equipment later on in the game (as saving money in the start of the game is quite hard).This, among other particular strategies, are needed in order to make most of the character that you have put together at the start of the game as you will find that some, or if not all, characters that you will encounter along the way will raise levels along with your character and will sometimes prove a constant challenge for you in your quests and travels. For many, this is has been a recurring complaint for <cite>Oblivion</cite>while others will find it irrelevant if the player has been vigilant at paying attention to not just character stats and attribute points alone but also the equipment and weaponry at hand (as well as the enhancements done to them). And all of this leads up to either having a pleasant experience with the game at higher levels or end up being constantly frustrated with the game.Another thing that you&#8217;ll find is that it&#8217;s best usually to save your games at key moments such as before entering a particular dungeon that you&#8217;ll go questing or going into battle at a key moment of a quest line. You&#8217;ll find that there are moments where you&#8217;ll either fight a very over powered enemy (where your wits than brawn will prove effective in figuring out the enemy&#8217;s defeat) or you&#8217;ll be starting a particular large area that you suspect will involve probably in having to start over for one reason or another (such as an area that you can only enter once and never have access to again). And although this game does feature auto-save, it only comes to play when you are entering or exiting particular areas withing the map &#8211; an indication that you&#8217;ve just left one map cell to another larger map cell that is linked to other smaller map cells. But when you are about to enter a large, or areas that you can only access once, it is best to save the game manually and not resort to doing a quick save as it only overwrites the current most saved game file.</p>
<p>And the final thing about gameplay is that you are best to try out whatever you wish is the best method of approaching a situation and be prepared with countermeasures if your method is not initially successful. It never hurts to have a back up plan or method to deal with a situation because it can spell the success of a quest or having to redo it all over again.</p>
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<p>&nbsp;</p>
<h2>Final Thoughts</h2>
<p style="text-align: center;"><img class="aligncenter  wp-image-1360" title="darkseducerquote" src="http://sonokamome.co/wp-content/uploads/2012/02/darkseducerquote-1024x640.jpg" alt="" width="642" height="402" /></p>
<div>I would recommend this game as being the, so far, definitive Elder Scrolls title game as it was the game title that really gave a lot of power and flexibility such as that many have not seen in a role playing game title in quite awhile before it. Concepts for &#8220;open-world&#8221; game play have been around for a while but never quite caught on until <cite>Oblivion</cite> gained popularity. In addition to this, it was the ability that allowed PC gamers to create modification that furthered the popularity. To the eyes of many from the PC gaming community, <cite>Oblivion</cite> was in essence a PC game title despite the fact that its development was aimed for a console and that&#8217;s because most of the features and flexibility come from the pedigree of the game&#8217;s series&#8217;s origin. Because many PC games of old were known, as they are for the most part still, for their superior graphics and gaming options and overall size of content. Compare this to what was found in console games and you begin to understand why RPG titles, such as the <cite>Final Fantasy</cite>series were designed the way they were as far as graphics, storyline, level and game design were concerned &#8211; and so explains why this game was so jam packed with a lot of features, content, and a complex gaming system.And although <cite>Skyrim</cite> has addressed some of the bad things that were found in <cite>Oblivion</cite>, such as certain repetitive graphical level designs, character leveling rules (which would cause for a player to take the time to keep playing until their character reaches a certain level), and lowering the number of non-playable characters to have to speak to before getting the complete background behind a quest before starting it, you still can&#8217;t help but appreciate the fine details that are in this title and how significant, lore-wise, this title is within the <cite>The Elder Scrolls</cite>universe series an is the very springboard that has allowed Skyrim to get the massive anticipation and attention that it enjoys currently.I say again: although a console game in development, it&#8217;s still a PC RPG title in heart and soul.</div>
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		<title>The Desert Sessions &#8211; Like a drug</title>
		<link>http://sonokamome.co/the-desert-sessions-hanging-tree</link>
		<comments>http://sonokamome.co/the-desert-sessions-hanging-tree#comments</comments>
		<pubDate>Tue, 14 Feb 2012 05:44:23 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[The Desert Sessions]]></category>

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		<description><![CDATA[&#8220;I don&#8217;t know what to tell you really.&#8221; &#8220;Tell me what?&#8221; She said while looking at me with the eerie glint of ruby in her eyes. I looked at her with the utmost intense fear and interest. It was as &#8230; <a href="http://sonokamome.co/the-desert-sessions-hanging-tree">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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&#8220;I don&#8217;t know what to tell you really.&#8221;<br />
&#8220;Tell me what?&#8221; She said while looking at me with the eerie glint of ruby in her eyes.<br />
<br />
I looked at her with the utmost intense fear and interest. It was as if there was something that her eyes were saying while her mouth was moving at the same time. The vibrations from her vocal chords just reverberating from almost every nook and cranny of my head.<br />
<br />
&#8220;That I at once liked you&#8221;<br />
She scoffed &#8220;Yeah right. The only thing you wanted was a piece of the merchandise and then walk away jolly. But then again, if your so consumed so as to still want to do me, despite being what I am now&#8230;&#8221;</p>
<p>A slight pulsing glint of ruby started in one of her eyes to the beat of every syllable of her words.<br />
<br />
And it was for the first time in my existence that I started to hate her for those words &#8211; just genuinely hate her.
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		<title>Garbage &#8211; I Think I&#8217;m Paranoid</title>
		<link>http://sonokamome.co/garbage-i-think-im-paranoid</link>
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		<pubDate>Sun, 05 Feb 2012 04:26:37 +0000</pubDate>
		<dc:creator>sonokamome</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[Garbage]]></category>
		<category><![CDATA[Grand Turismo]]></category>
		<category><![CDATA[Shirley Manson]]></category>

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		<description><![CDATA[Garbage can be said in this day and age to being a sort of a &#8220;super-group&#8221; but without any veteran musicians. It&#8217;s more like Butch Vig&#8217;s project where they try to sound like a group of veteran pop-rock artists banded &#8230; <a href="http://sonokamome.co/garbage-i-think-im-paranoid">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Garbage can be said in this day and age to being a sort of a &#8220;super-group&#8221; but without any veteran musicians. It&#8217;s more like Butch Vig&#8217;s project where they try to sound like a group of veteran pop-rock artists banded together like a supergroup with the funny ongoing self-evident joke that they&#8217;re not. They started out in the state of Wisconsin and have ended up as of late doing most of their work in Los Angeles. The band has, and more importantly it&#8217;s front-woman, Shirley Manson, just been quite influential within the rock industry and has allowed many women from different parts and from different sub-genres in rock to come out and be common place as it is today (although room for more would be nice). Garbage&#8217;s sound is really slick and there&#8217;s nothing to complain about it because, even to this day, it&#8217;s not traded off it&#8217;s signature sound from the 90&#8242;s to veering into influences that most other artists within and out of the rock music have &#8211; in particular influences from the hip-hop sound and culture. They maybe not as active as before, they may be no longer the talk of the town among the music magazine pages, but they are still kicking&#8230;and taking names one song at a time. Oh fun fact of this particular hit by Garbage: it was featured in the official soundtrack of Grand Turismo 2! Happy trials.</p>
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