He's so gruff, yet helpful, and impatient, yet so patient, and it helps he's about the coolest-looking boat ever made.
This model is using a papercraft template made by ninjatoes in 2006, one I'm sure we posted previously (but which I can't find thanks to 2-3 redesigns since), but boy these photos sure bring it to life.
If you like toys, or robots, or design, or fashion, or cats, or women's feet, it's a great way to waste an afternoon staring numbly while you sip at the remains of a cold cup of tea.
Which, um, is exactly what I just did.
Previously in beta, Valve has now properly launched a feature on Steam that lets users remotely download games.
What this means is that, if you're on a browser or a mobile app away from home, you can start downloading things on your home PC at the flick of a button.
One first world problem down, one million to go.
Here's the official statement:
Available immediately, users' Steam library of games can now be managed remotely via the web. With an active Steam client running on the remote PC or Mac, users may log into the Steam web site or mobile app to access and manage their library of games, downloading pre-loads, new releases, or their latest purchases, as soon as they're available. Head home to find your new downloads installed and ready to play upon arrival.
To kick off a remote download, simply visit your Games list on the Steam Community site, which can be accessed from your own profile using a web browser or the Steam mobile app on iOS or Android. If logged into the latest update of the Steam client on a PC or Mac, there you'll see which games are currently installed, and have the ability to install others from your library. Or, seamlessly complete your online purchase with remote installation: When a remote session is detected, the Steam store will ask whether you'd like to download your new purchases immediately.
Now, what are you still doing here? Go give it a try!
In 1977, just as Star Wars was taking over the planet, a series of trading cards was released featuring characters and photos from the movie. Not all of them were grabs from the actual film, though. Some were just taken on set.
Like this one, of C-3PO. Which, you know. Looks a little weird.
Serious Star Wars fans may already know this, but if you don't, apparently this card, which is extremely rare, actually existed, and depicts the translator droid looking a little too pleased at the oil bath he's about to get on Luke's farm.
Card manufacturer Topps blames Lucasfilm. Lucasfilm says it's just a "trick of timing and light". Whoever is to blame, the card was later replaced with a modified version, though it appears you can still chance your arm and try getting one of the originals on eBay.
[via Laughing Squid]
He's also worked on a number of prominent video game commercials, including Halo's Deliver Hope spot and trailers for Battlefield 3, Uncharted, Assassin's Creed and God of War.
Shipard works for Sydney-based Cartel Artists. You can see more of their work at their company site.
To see the larger pics in all their glory (or so you can save them as wallpaper), right-click on them below and select "open in new tab".
When reader Simon got married recently, he wanted there to be a little surprise for his new bride. So he and a few friends sat down, took a knife to the Scott Pilgrim game and ended up with this little clip which played after the ceremony.
In a statement released tonight, Blizzard has apologised to fans for the technical problems plaguing Diablo III since its launch, and has announced that as a result of these the release of the game's real-money auction house has been delayed.
The statement, signed by "Blizzard Entertainment", says "we'd...like to say that we've been humbled by your enthusiasm — and we sincerely regret that your crusade to bring down the Lord of Terror was thwarted not by mobs of demons, but by mortal infrastructure."
"As many of you are aware, technical issues occurring within hours after the game's launch led to players experiencing error messages and difficulty logging in. These issues cropped up again last night for the Americas and Europe servers. Despite very aggressive projections, our preparations for the launch of the game did not go far enough."
Saying that "several optimizations" have been made to the game's back-end to improve matters, it adds that "In order to make sure everything is continuing to run as it should, we've decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. We'll post further updates on that in the near future."
The message says that the matter of disappearing achievements is also being investigated.
"We greatly appreciate everyone's support, and we want to sincerely apologize for the difficulties many of you encountered on day one", the release concludes with.
For the full statement, see below.
We'd like to extend a very sincere thank you to everyone who joined the global Diablo III launch celebrations this week, as well as to everyone who was ready to jump into Sanctuary the moment the game went live.
To that end, we'd also like to say that we've been humbled by your enthusiasm — and we sincerely regret that your crusade to bring down the Lord of Terror was thwarted not by mobs of demons, but by mortal infrastructure. As many of you are aware, technical issues occurring within hours after the game's launch led to players experiencing error messages and difficulty logging in. These issues cropped up again last night for the Americas and Europe servers. Despite very aggressive projections, our preparations for the launch of the game did not go far enough.
We've been monitoring the game 24/7 and have applied several optimizations to help our systems better weather the global rush. As of late last night, specifically 11:50 PM PDT on May 15, all systems have been online and running relatively smoothly. We're continuing to monitor performance globally and will be taking further measures as needed to ensure a positive experience for everyone. This includes some maintenance to implement additional improvements for each region.
In order to make sure everything is continuing to run as it should, we've decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. We'll post further updates on that in the near future.
Aside from the tremendous number of players simultaneously logging in to the game, one of the launch-day service issues was linked to the achievement system. Some players began to notice early on that achievements were either not being earned properly, or not being saved between multiple logins. We're investigating this issue and will provide a specific update as soon as possible.
We greatly appreciate everyone's support, and we want to sincerely apologize for the difficulties many of you encountered on day one. Please visit the Battle.net Support site or Support forums for the latest service-related updates or for help in troubleshooting any technical issues you may be having downloading, installing, or while playing the game.
Thank you again for your patience while we reinforce the gates of Sanctuary and further strengthen it for your onslaught.
Ronald Jardine was one of the very first employees at Atari. We're talking the early 1970s here. Employee #159. Wonderfully, Jardine recently took photos of his old ID badge from his time there and uploaded them, giving us an insight into the cutting-edge security methods employed at the blossoming tech company.
It was...a card with his photo and signature on it. Ah, the days when people could actually be relied upon to return lost things out of the kindness of their heart.
It was horrifying.
Strange and mildly disgusting in a way only British-developed game for personal computers in the 1980s could be - and I say that as a good thing - it tasks the player with collecting the body parts of their dead mother and putting them back together again.
So far, so good. And it gets better when you soak in the garish visuals, complete with weird obsessions with ultra-violence and...skulls in berets. There was even a spot of weirdness where the manual talks about needing keys to progress in the game, a feature Soft & Cuddly's creator later admitted wasn't even in the game.
Rounding out the bizarre package is, well, the game's packaging, whose front cover uses completely unrelated art by fantasy and sci-fi artist Tim White, and whose back cover also features unrelated and weirdly out of place art from the same guy.
To read a lot more about this truly bizarre and wonderful game, head to VGJunk below.
SOFT & CUDDLY (ZX SPECTRUM) [VGJunk]
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