|
Deus ex Machina is the Latin version of a Greek phrase meaning "God of the Machine" (or possibly "The Machine of God"). It refers to a practice in Greek theater where a play would be resolved at the end by divine intervention. The god (or gift from a god, in one case) would be lowered in from above to signify its divinity, but the crane doing the lowering was obvious to the audience, hence being a god by right of a machine. The practice was criticized even by contemporaries. In his Poetics, Aristotle determined that, even if divine intervention were necessary, it should either be established earlier in the play or else foreshadowed, thereby becoming a part of the play rather than a poor excuse for ending it. I imagine making the God of the Machine the protagonist is a pretty effective way of integrating him into the plot. In 1996, a crazy level designer named John Romero founded Ion Storm in Dallas on a lot of promises and very little follow-through. His flagship game, Daikatana, became an industry standard for overhype, vaporware, and eventually disappointment, and while his buddy Tom Hall's game, Anachronox, was pretty good, it took forever to get going and ended at what should've been the halfway point. However, one good thing Romero did was find Warren Spector and tell him to start a second team in Austin and make his dream game. That game would be Deus Ex, which was and still is a landmark of integrated storytelling, freedom of choice, and setting immersion. I'd say more, but I'll be getting to that in the video. As for the developer, Ion Storm Austin would go on to create two more games, Deus Ex 2 and Thief 3, but both games were disappointments thanks to a pretty lovely game engine and tightening budgets. Both halves of Ion Storm went defunct by 2005. As for Deus Ex itself, it lives on thanks to a surprisingly forward-compatible Unreal engine whose source code got released a few years later. I've applied both the 1.5 (final) New Vision mod, which upgrades the environment textures significantly, and Kentie's mod (which is packaged with New Vision), which allows the Unreal engine to take advantage of the numerous advances in DirectX 10. There's also Project HDTP, but that's still in development so I'm skipping that for now. I'm also aware of Shifter, but I'm not using it. For me, the gameplay of Deus Ex is like putting on a comfortable old shoe: the new model may be improved, but it certainly won't be the same. Spoiler policy: Go hog wild! I don't want to see a single black line because I don't want you to think it's necessary. Studies have proven that an informed audience is better able to appreciate a work's story. Besides, it's been over a decade and Deus Ex is currently available on Steam and GOG, so anyone who isn't familiar with the story has no room to complain. One last thing: Deus Ex touches on a number of conspiracy theories, politics, and philosophies, all of which I know folks have opinions regarding, myself absolutely included. While I wouldn't mind seeing some debate in the thread regarding these topics, I will not tolerate personal attacks (against those present or not) and if I think the spirited discussion is descending into lovely arguments, I will not hesitate to close the thread. Thank you for your forbearance, and enjoy the show.
|
# ¿ Jan 6, 2014 17:55 |
|
|
# ¿ May 22, 2024 14:42 |
|
double nine posted:This is going to be fun. Maybe it's just me, but could you change the HUD colour to a brighter one? The dark blue is a little hard to read with the dark levels in the game. That's probably a good idea. I like the blue, but I've been having trouble reading the text even before compression.
|
# ¿ Jan 6, 2014 18:56 |
|
namesake posted:Same reason they had the ammo hidden underneath the ramp where you then get it confiscated and the datacube hidden beneath barrels in the bridge section; to show you they're hiding stuff all over the place so you should search everything in the game. Not to mention the secret brick in the final area. Cooked Auto posted:I do love your sense of timing with just letting the theme music run for a while before talking. Hey, now, no need to defend Thief 3 against me, but you have to admit it was a step down from 2, especially because of how tiny the levels were. Cooked Auto posted:Wait, did you make that Paul Denton images in Eve Online? I didn't, but someone did. Maybe it was in Poser? Hell if I know.
|
# ¿ Jan 6, 2014 22:26 |
|
double nine posted:Wait until we get to the first mission to compare and contrast. I remember the tutorial level being quite dark, so wait for liberty island or Unatco HQ for a benchmark. That said the game is quite dark due to not having the best lighting engine. I've moved the brightness down a couple ticks, but only because kentie's DX10 mod adds HDR lighting which really seems to wash things out comparatively. With the brightness lowered, the overall lighting seems around the same as it used to be, except now there's much smoother transitions between light levels. Either way, the game is intentionally set at night and the lighting is supposed to be moody.
|
# ¿ Jan 7, 2014 00:37 |
|
Fabulousity posted:Wasn't there a bit of flavor dialogue you could get from Page in the tutorial if you managed to climb up to one of the later windows overlooking the training areas? I'm guessing it's probably the last room with the hostile robot but I don't remember for sure. I recall coming across it once when screwing around with cheats in the training levels. Information partially confirmed. You need two cardboard boxes and either two TNT boxes or one with an item crate (and a steady hand since TNT loves blowing up), but if you climb up to the observation window where Bob Page and Jamie Reyes are watching you deal with the robot, Jamie will give you the same speech he says when you find the hidden holo-projector. Bob Page himself has nothing additional to say. Also, after standing out in the open trying and failing to destroy a barrel close enough to kill the robot, I have confirmed that Denton is technically invincible during Training. Bobbin Threadbare fucked around with this message at 08:00 on Jan 7, 2014 |
# ¿ Jan 7, 2014 07:40 |
|
Arglebargle III posted:Isn't "Deus ex Machina" God from the Machine? That is also correct, yes. Latin prepositions don't map perfectly to English ones.
|
# ¿ Jan 7, 2014 16:06 |
|
Real hurthling! posted:In both Greek and Latin the preposition ex is only used to mean "of" if you are creating a partitive construction; On the other hand, "of" can be synonymous with "from," as in "Dave of Birmingham" or "made of steel." The use is a bit archaic at times, but I think it lends more poetic weight. And in any case, of all the debates one could have over Deus Ex, arguing over transliterations of prepositions seems the most...semantic.
|
# ¿ Jan 9, 2014 01:14 |
|
Human Revolution's soundtrack is a response to the minimalist scores you hear in modern action movies, particularly Hans Zimmer's recent work with Christopher Nolan and on the Pirates of the Caribbean films. Notably, Zimmer was least involved in scoring the first Pirates of the Caribbean with the theme everyone remembers, and that theme is much less emphasized in the sequels. Personally, I can see that these modern soundtracks have their strengths, such as emphasizing the mood without drawing attention to themselves, but I prefer music with a more memorable character, something you can listen to on its own merits without a film to prop it up.
|
# ¿ Jan 10, 2014 01:13 |
|
Tiggum posted:You're a highly trained, cybernetically enhanced superman. You can't climb over waist-high barriers or aim a pistol. That's what really put me off. I expect to have to earn my super-powers as I play, but it always pisses me off when characters who are supposed to be really tough and fit can't do things that I can do in real life, and JC's bizarre lack of skill with firearms is just absurd. What do they teach in spy school anyway? To be fair, JC Denton is literally just off the boat, has yet to begin his first day on the job, and is full of technologically advanced but highly untested machines that have so far been implanted in a number of people I can count with one hand. The reason JC doesn't start with real superpowers is because most of those superpowers are still in the beta stage of development. He was also in training for only a single year; despite the applied tech in his veins, he is not a part of the special forces but is simply an "agent" in UNATCO operations.
|
# ¿ Jan 10, 2014 04:15 |
|
Xander77 posted:I'd say the original is bigger, greater You ordinarily couldn't get what looks like a plasma rifle, a full suite of augs, and the ability to fly in Liberty Island, either.
|
# ¿ Jan 10, 2014 16:19 |
|
Magnetic North posted:Can't wait for the chatty bartender in Hong Kong. I don't even remember what politics they talk about, but I remember being impressed both by the intelligence and relative believability of the conversation, and the fact that it was in a frigging video game, and most of all, that all that effort was put into something seemingly optional. There will be an episode devoted to a book report on Last and First Man, along with what's essentially its sequel, Star Maker. Star Maker, by the way, has the broadest timescale I have encountered in any work of fiction ever, and that includes such things as Scientology's "trillions of years" of mythology. Bobbin Threadbare fucked around with this message at 07:08 on Jan 11, 2014 |
# ¿ Jan 11, 2014 07:06 |
|
Handouts: Liberty Island mission map The NSF Commander (gotta love the attention to detail there) I've looked over the final video, and it looks like processing causes it to darken noticably compared to how it looks when I'm playing. I'll kick brightness up a couple notches, and you should notice the difference after J.C. frees Liberty Island. Hopefully most of you will see a couple new things in the video. Still, if I miss anything memorable, feel free to let me know and I might throw it in as a bonus later. Keep in mind, though, that I don't intend to show every version of every conversation and decision, and although I'm allowing spoilers, please keep requests to a minimum until after I've been through an area and missed something (this also means you don't need to call me out yet; please wait until after Liberty Island 2).
|
# ¿ Jan 13, 2014 18:00 |
|
Xander77 posted:I think you (*gasp*) neglected to mention the 0451 thing for the first code. Now, now, let me at least find the code before I talk about it. I may have played this game a ton, but I've never put in the effort to memorize or write down all the codes. quote:You're not really using explosives as makeshift lockpicks, which is one of my favorite Deus Ex things (you get a lot more explosives than lockpicks/multitools) I prefer a more mixed approach myself. Don't worry, you won't have to wait long before I solve a door with a bomb. Besides, most of the doors I interacted with in this video had an INF durability.
|
# ¿ Jan 13, 2014 20:07 |
|
GetWellGamers posted:If you toss a TNT crate in the water, just floating right on the surface, you can open the sunken ship for the cost of a 10mm round. Same goes for med-bot storage, if you put one near the big pillar- I've forgotten the sweet spot exactly- you can blow open the hatch without killing the bot. Only rifles and pistols. I checked with all the other weapon skills before I recorded (you guys have no idea how many times I'm playing through the levels before I record, it's crazy). Innovacious posted:Memorising some codes can be bad. It has been a lot of years now so I cannot remember the place exactly, but there is at least one location that you visit more than once. There is a door that you can reach but you cannot hack it and you do not get the code for it the first time through. If you remember the code though, you can get through. This causes you to sequence break and end up in the middle of a mission later in the game without finishing stuff before it and you cannot progress anymore (Or I at least could not figure out a way to progress after it happened.) Would that be the one to get into the VersaLife office in Hong Kong? I don't know if it breaks the game, but you can certainly break the sequence by typing that one in early.
|
# ¿ Jan 13, 2014 22:15 |
|
Samopsa posted:don't ruin all the fun! I think it might be some kind of computational error, and the reason it doesn't twig when you spend your Pistols points in Rifles is because they cost the exact same amount. If you bring Rifles up to Advanced instead of just Trained, you still get your Pistols training back.
|
# ¿ Jan 13, 2014 23:33 |
|
idonotlikepeas posted:Was I the only one that cried a little bit when Bobbin used a medkit instead of going back to the healbot? I know I did, but the camera was rolling and I had a pier to explore.
|
# ¿ Jan 14, 2014 05:55 |
|
Cerebral Bore posted:It's very possible, you don't even have to put many points in it at all. Also you can arc the darts with a little practise and nail people behind boxes and stuff. Eleven points more, in fact. It's an effective means of silent death well into the late game, but the downsides are the arcing projectile, the slow firing rate, the tiny magazine, and the relatively rare ammo. Cooked Auto posted:I just have to check, is there a reason why you skipped the extra dialogue with Paul in the beginning or did you just forget about it? Forgot about it, but I remembered before the end of the mission, if you read my video description.
|
# ¿ Jan 14, 2014 19:40 |
|
KillHour posted:I'm pretty sure you can't silence a 9mm, no. I can confirm that's a big N-O; the regular pistol has an N/A in the "Silencer" slot, I figure to make sure the stealth pistol has a unique role. Other trade-offs for the stealth pistol include half the damage, twice the fire speed with a bigger clip to match, and a moderate decrease in accuracy. Bobbin Threadbare fucked around with this message at 03:59 on Jan 15, 2014 |
# ¿ Jan 15, 2014 03:53 |
|
Ometeotl posted:Unless you're doing pacifist run or dealing with robots, there's no reason to use any other weapon after getting the armor-piercing upgrade for the 10mm. It's ridiculous. Even on pacifist runs the armor-piercing pistol makes a great 'bot killer. I'd use it on anything I considered too small to waste my EMP stockpile on.
|
# ¿ Jan 15, 2014 05:58 |
|
TehGherkin posted:Do you think you could do me a favour; when you grab items from dark places like atop that crate in the little bunker, could you shine the flashlight around first a little? I don't know why, but JC's omniscience when it comes to item locations in the dark really bugs me. Sorry about that, but I could clearly see the multitool when I was playing. I've upped the brightness since I finished Liberty Island so you should hopefully see into dark spaces yourself after the next video.
|
# ¿ Jan 15, 2014 17:26 |
|
GetWellGamers posted:Environmental Training is even easier, I think, despite the increased cost, for two simple words: Thermoptic Camo. Long, LONG before it's feasible to have both Cloak and Radar Transparency at once, a little bit of Enviro training and a little bit of hoarding can give you an instant "Ger out of jail free" card. Untrained, thermoptic camo barely lasts into two digits' worth of seconds. Just bumping it to Trained gives you enough time to get to or from wherever you need to be, and advancing past that basically turns you into Major Kusanagi from Ghost in the Shell. Add to that, the simple fact that having your one use items work longer (rebreather, cloak) and absorb more damage (Hazmat Suit, Bulletproof Vest) it's a pretty easy justification skillpoint-wise. I'm not sure which if any mod does this, but if the ET items could simply stack into piles rather than taking up one square each and/or if they could be deactivated when you no longer wish to use them, I could justify getting the skill that makes them better. As it is, inventory space is always at a premium and I've already said I'm too stuck in my ways to get a gameplay mod now, so no ET it is.
|
# ¿ Jan 16, 2014 20:05 |
|
Handouts: The public map of Liberty Island A fiance's note An FNN editorial You may now criticize my Liberty Island run. Be forewarned, though, that I am already aware of the lockpick on the bench by the two untalkative terrorists and the medical crate outside on the statue base and I will be getting to those in the next video.
|
# ¿ Jan 20, 2014 18:16 |
|
Elliotw2 posted:It's worth noting that you can disable any of the lighting features, including the irising with the new renderer. As for why it's so dark, it's actually a bit of a side effect of how UE handles brightness, it always records/plays in windowed mode with the lowest possible brightness setting. I've looked at the DX10 menu and the only thing I can find regarding the lighting is "Classic Lighting=True/False," which when true turns off all the interesting new things DX10 can do with the light levels and reverts it all back to exactly how it looked originally. If I could find a setting that changes the speed at which the irising adjusts the light levels and nothing else, that would be ideal. As for the brightness, I've adjusted the level from .5 to .65 and I've noticed in my test recordings that it makes things much easier to see, and I'm certain now that what I see and what Fraps records are one and the same. I figure either I was wrong and the game really was that dark when I was playing or else playing on a monitor bigger than the game's resolution made things clearer than they really were.
|
# ¿ Jan 20, 2014 23:19 |
|
OAquinas posted:I don't know if he said any/all upgraded weapons lost in any way kept them--just that if you gave Gunther yours in this specific instance the next weapon you picked up would have the add-ons. I just double-checked my statement, and either I was incorrect all along or (and I'm going with this myself) it's a bug that got patched out and I'm still too used to the original unpatched version. The mods on any weapon you drop or give away will not return the next time you pick a copy up, so if you intend to trick out your pistol and still do Gunther a solid, then either drop the pistol and grab a random terrorist's to hand off or else wait until after meeting him to apply the mods.
|
# ¿ Jan 21, 2014 05:15 |
|
How about something like this? Please be aware that the time code URL's don't work with the Polsy player, so these are all direct links instead.
|
# ¿ Jan 21, 2014 18:38 |
|
GoneWithTheTornado posted:The NSF are resistance movement/terrorist organization, not a government agency, so they're not not the ones controlled by shadowy Even the NSF is backed by a more powerful organization. I'd say "it's complicated," but that describes 95% of the plot. (The remaining 5% is "Bob Page wants to rule the world.")
|
# ¿ Jan 21, 2014 21:54 |
|
Xander77 posted:Don't remember anything of the sort in the game / in the DE bible. What are you referring to? Lebedev knew things about the two Dentons that he only could have found out from inside sources. Maybe "backed" isn't the right word, but the NSF is definitely associated with other conspiracy groups.
|
# ¿ Jan 21, 2014 22:14 |
|
Farecoal posted:http://www.youtube.com/watch?v=ZL_yztH_iM8 MJ12, ultimately. They specifically send their terrorists after highly symbolic targets so that the infrastructure remains intact when they take over.
|
# ¿ Jan 21, 2014 23:49 |
|
double nine posted:There. Fixed that for you. As I mention under the table of contents, I'd like the opportunity to find items myself before you all point out what I missed. So you can feel free to tell me where the cannister is, but please wait until I miss it to say.
|
# ¿ Jan 22, 2014 01:31 |
|
chiasaur11 posted:The Russian ultracapitalist borg were the nicest, most reasonable people in the game. How sad is that? I regret only that I had to bring about the apocalypse to hand them the future. One big problem I had with Invisible War is how all the endings were either creepy or depressing, which is in contrast to how all three of Deus Ex's endings managed to be hopeful. Support the Illuminati? Congratulations, you've created a One World Government secretly controlled by a despotic surveillance state! Support the Dentons? Congratulations, you've created a unified consciousness which has wiped out any semblance of individuality! Support the Templars? Congratulations, you've supported a religiously motivated genocide and created a despotic theocracy! Support nobody? Congratulations, you've killed everything except the crazy posthuman nutjobs!
|
# ¿ Jan 22, 2014 08:15 |
|
FoolyCharged posted:The discussion has kinda moved on at this point, but how did UA limit gun versatility as a concept, especially in contrast to the original? I mean in the original you were encouraged to min max to all hell with guns, throwing all of your mods onto a single gun and carrying a gep gun for explosive solutions. IW limiting the mods to two per weapon made it more likely for it to be worth carrying more than 1 primary weapon. Sure, UA was poorly balanced for some weapons, making them too costly for anything but emergency scenarios, but that same effect is accomplished by keeping rockets and special ammo rare in the original. It really didn't feel like too huge of a change other than making me go from not caring about my ammo for 10 specific guns to not caring about my ammo for all my guns as a whole. I really feel like its getting a lot of flack when the weapon mods did such a good job in IW favor as far as giving you weapon options(one of the few places it was better than the original imo) The problem with universal ammunition is that, once you've used your special weapon in an emergency, you now have far less ammo to use with your standby weapon(s). This means that you have little incentive to ever use the powerful weapons, not even when they're appropriate, because if you fire too often or just mismanage your ammo supply then you're completely sunk and have to rely on melee until you can reacquire a supply. Even simply adding one more ammo type for heavy weapons would do wonders for permitting experimentation. Also, making those drat triangles on the backs of those super-powered agents the weak spot the game claims they are would help, too. Bobbin Threadbare fucked around with this message at 19:56 on Jan 22, 2014 |
# ¿ Jan 22, 2014 19:54 |
|
Slavvy posted:If by robotic you mean there were no quirky, instantly likeable, endearingly silly, glowing characters and everyone was a shade-of-grey in a deliberately morally ambiguous setting, You have to admit that Deus Ex's voice acting was far from a strong point. An amazing number of characters both important and incidental are voiced by the same six individuals trying to put on funny accents, and I'm pretty sure no one told Jamie Reyes' VA that his character is an old friend of JC's and likes to kid around with him, so the emphasis on all his lines comes out wrong.
|
# ¿ Jan 23, 2014 08:37 |
|
George posted:I think it's more to do with the way conversations are designed in the game. Every run of text has its own tag, and the voice clips are along for the ride. This way the branching and looping conversations work smoothly. Yeah, that's true. It's important to remember that Half-Life came out only a year and a half before Deus Ex and featured such groundbreaking innovations as "sections where you aren't meant to kill everything that moves" and "a plot told within the game rather than in between maps if at all." Meanwhile, previous first-person RPG's like Ultima Underworld 1 and 2 (also Warren Spector games, mind you) had occasional bits of dialog but very little voice acting and were primarily dungeon crawls. Plus, as I recall, even Metal Gear Solid's original voice acting wasn't exactly stellar and Soul Reaver had to work with some very melodramatic writing. So did MGS at times, actually. Still, all that may explain why Deus Ex's voice acting is the way it is, but knowing that doesn't help those who encounter the game now for the first time. The only real way to settle this argument is to say that yes, the voice acting is objectively bad by today's standards, but some folks have managed to accommodate for that or else look past it and not let the fact bother them. You can also say the same for the aging graphics and the setting based on a zeitgeist over a decade old. Oh, and thanks everyone for the gold rating. With only three episodes out, that's definitely a record for me.
|
# ¿ Jan 24, 2014 08:04 |
|
Farecoal posted:Are Gunther, Anna, JC, and Paul the only augmented UNATCO agents? In terms of the larger world, I'm pretty sure those four are simply the only ones working out of UNATCO's New York headquarters. Considering that UNATCO is a global organization, I imagine that all the other augmented agents are simply working in hot spots elsewhere on the planet, much like Paul was before the night began. In fact, considering that J.C. is a junior agent on his first day and Paul has recently transfered back from Hong Kong, there are now twice as many agents in New York than there are normally.
|
# ¿ Jan 25, 2014 04:56 |
|
Xander77 posted:Someone posted comparison photographs in the Deus Ex thread (I think that was at the same time as the last Gabriel Knight LP had comparison pictures of the relevant New Orleans areas, which is why it stuck with me, but I still can't find the post) and things were fairly similar. Luckily I have these on hand thanks to the Conspiracy Corner segment. The overall size and shape seems pretty spot-on, albeit at around 1:2 scale. The real Liberty Island also has a lot more trees and a lot fewer walls (I thought about bringing up the symbolism of walling off Liberty Island even though I know it was for map size restrictions, but I never got around to it). I'd imagine the interior of the statue base is pretty different, too, since I doubt it would be a series of steep, unrailed, asymmetric staircases and a ladder, plus there's no way up into the statue itself (not even a broken staircase or anything). I'm fairly sure there's an elevator in there somewhere, too.
|
# ¿ Jan 25, 2014 11:43 |
|
Pvt.Scott posted:Am I the only one that finds Manderly paying JC on the spot super weird? JC is a government agent and should receive his salary monthly or bi-weekly, and any performance bonuses would probably come at the end of the fiscal period after review. Manderly just straight up chucks money at JC like he's a temporary mercenary or small-time contract killer. JC is a test run of bleeding edge nanotechnology whose performance may determine the fate of the entire nanoaug program. If UNATCO wanted to give him performance bonuses, why not more and better equipment from the armory and earlier access aug canisters? Either of those would be way more useful than a handful of credits. I was thinking of bringing that up, actually, but I didn't have the time. On-the-spot commissions are pretty strange for a government (or super-government) organization. While on the one hand this sort of micromanaged payments could help incentivize proper behavior, it also empowers Manderley to an exceptional degree, since he has final control over payroll disbursement. So once you realize what Manderley's really there for, the fact that they changed the rules in this manner makes perfect sense. As for the second point, UNATCO is not a United States entity and therefore doesn't have to follow the title conventions of any US agency.
|
# ¿ Jan 28, 2014 08:46 |
|
Xander77 posted:How can you mention Dulles without dedicating some time to the Dulles Plan? (Probably because that conspiracy theory never made its way out West, but still) That's pretty neat, actually. Over here in the US, we blamed Communists for moral decay, youth rebellion, governmental criticism, and sexual promiscuity. Slavvy posted:Because of this thread I have started playing DE:HR again. What I want to know is: which of the three push-button endings is the 'correct' one in terms of producing the outcome that leads to the original game. Logically, being a prequel, there can only be one 'right' choice in a canonical sense. While I'd agree that it's hard to say for certain, I'd have to argue that the Illuminati ending is the most likely. After all, mechanical augmentation is extremely limited outside of the military and much of the world's decline is directly the fault of secret societies, either from direct action or else as a response to their attempts to take control. MJ12 is simply an extension of the Illuminati, a more aggressive variation which actively uses the old guard's networks and control schemes.
|
# ¿ Jan 28, 2014 22:32 |
|
|
# ¿ May 22, 2024 14:42 |
|
Xander77 posted:Interesting thing about ATMs - using a login + password to empty a specific account (or several) then hacking them, gives more money then either option on its own (though not the equivalent of both combined) I know this is an old topic, but I think I just figured out what's going on with the ATM's. The central thing is that it turns out the amount of money you can hack from an ATM depends on your Computer skill; I first noticed this when I checked Unfair's footage and realized he got 300 out of the UNATCO ATM whereas I only got 150. I also checked out using proper account codes and hacking versus hacking alone, and it looks like the numbers add up the same either way. For instance, I found a login at the 'Ton Hotel good for 100 credits, and afterwards I hacked at Advanced skill level and received an extra 232. However, when I reloaded and hacked the ATM straight away, the amount I could withdraw was 332.
|
# ¿ Jan 29, 2014 21:45 |