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RPG Codex Review: South Park: The Stick of Truth
Review - posted by Crooked Bee on Wed 7 May 2014, 17:47:54
Tags: Obsidian Entertainment; South Park: The Stick of Truth; Ubisoft
It's been around two months since the release of the Obsidian-developed and Ubisoft-published RPG South Park: The Stick of Truth. It reviewed well and, we assume, sold well, too. Now that the initial hype storm has passed, Zed and I sat down to discuss what the game did right and what it did wrong. Our impressions are mixed -- in a sort of positive way, but mixed. For details check out the full review, but meanwhile here's our conclusion:
Zed: It took me 12 hours to beat the Stick of Truth on hardcore difficulty. I completed almost every quest I came across and my character reached the maximum level of 15. After beating the game as a Fighter, I tried replaying as a Mage for half an hour, before realizing the game stayed essentially the same – same QTE-centric gameplay, same jokes. As you mentioned earlier, throughout the story there's only one real instance of a choice, with only a short-lived consequence. But while it doesn't have a lot of reactivity nor much replay value, The Stick of Truth is a funny game. Not as funny as the TV show, but it feels like a genuine South Park experience. I would have liked to see more satire and witty humor, and the game doesn't really introduce any new characters either. The absurdity and in-jokes seem a bit overdone compared to most other South Park creations.
Crooked Bee: Well, like I said, I personally enjoyed the overdone absurdity. The mechanics though, not so much. Quests, combat, exploration, it's all very easy to get into – mostly thanks to the writing – but ultimately also very repetitive. That's why it's a good thing the game is only 12 hours long; but also a bad thing, because I believe the full price is too high for that. (Thank you, Ubisoft, for a review copy.)
Zed: Yeah, while being a subjectively funny game, it's not very good in terms of mechanics and systems. The social media stuff seems half-forgotten in the later segments of the game and there are rarely any reasons for you to re-visit locations. It's like a long South Park episode coupled with the gameplay and interactivity of a Newgrounds flash game.
Crooked Bee: Wow, that's harsh! (Says someone who did nothing but complain about the mechanics for the entire review.) But sure, if we are to judge it as an RPG – this is the RPG Codex, after all! – and not just an interactive South Park episode, it's definitely lacking, a mixed bag made up of addictive and monotonous in equal measure. Some aspects (writing, atmosphere, loot, animations) are brilliant; the RPG core, however, the combat, quest structure, and character development, are very simplistic. The lack of any kind of non-linearity or improvements to the tired Paper Mario formula is a big downer, too. The flip side of this being an interactive TV show episode, I guess…
Zed: It is what it is, and as that good ol' Codex saying goes, it's "good for what it is." I highly recommend this game to fans of South Park (especially fans of the more juvenile stuff) and fart enthusiasts (like Germans). I can't really recommend it to grimdark serious-face CRPG players looking for something deep and rewarding. They will find none of that here.
Crooked Bee: Yeah, it's an ultra-casual RPG lite, albeit a very solid one at that. Despite my nitpicking, however, this is also the best, and most skilfully written, comedic RPG I've played. If you can disregard that this is supposed to be an Obsidian game, you're bound to enjoy it. It is a shame, however, that I can't help but associate the excellent content with Matt and Trey, and the underwhelming gameplay and design with Obsidian. It may, of course, have been South Park Studios or the evil publisher Ubisoft who demanded that Obsidian should make the actual RPG side as unimaginative as possible, but given Obsidian's best titles, I refuse to accept any blame for wanting the game to have been something more. Mr. Chris Avellone once mentioned he'd like to design a High School RPG some day; if this were it, I would be highly disappointed.
Zed: It's a bit funny how Obsidian are often profiled as the CRPG developer, when they haven't exactly got a lot of releases under their belt to show for it. Imagine us in a year or two, reviewing Armored Warfare and going "Tanks?! Real-time?! Where are mah choices?! We expected more from you – Chris Avellone!"
Read the full article: RPG Codex Review: South Park: The Stick of Truth
[Review by Zed and Crooked Bee; edited by Infinitron]
It's been around two months since the release of the Obsidian-developed and Ubisoft-published RPG South Park: The Stick of Truth. It reviewed well and, we assume, sold well, too. Now that the initial hype storm has passed, Zed and I sat down to discuss what the game did right and what it did wrong. Our impressions are mixed -- in a sort of positive way, but mixed. Read on to find out why.
Crooked Bee: So, another Ubisoft-published turn-based RPG, huh? First Might & Magic X, and now The Stick of Truth and Child of Light. This is starting to look like a tendency.
Zed: I've spent more far more time with Ubisoft's games this year than with any Kickstarter-funded games. It's bizarre. It's like we were invited to the Nobel Prize dinner, expecting the dining experience of our lives, only to find out it's crap. Instead we find this shitty-looking diner with a bad reputation down the street, which, it turns out, serves Michelin-star food. Then, as we sit in the shitty-looking diner eating our great food, we see Nobel prize winners leaving, going "I did twenty years of cancer research for this? The course was linear and the arrangements were amateurish!" And we're like "Mm! This food is complex and really takes me back! It's just like momma used to make!"
So yeah – South Park. I love the show. I caught one of the earlier episodes of South Park on TV in the late 90s and I've followed the series pretty religiously since then, not missing a single episode, and watching many of them several times.
Crooked Bee: In contrast to you, I haven't watched a single full episode of the TV show, only a few snippets here and there, so I'm just going to approach the game from the perspective of an RPG player who also happens to be a fan of some of Obsidian's previous games. Before we begin with the game proper, though, I have to ask: how would you introduce South Park to someone like me? What attracted you to the show?
Zed: Definitely the crude (and somehow smart) humor. South Park has been a constant pop-culture and political sounding board, delivering catchphrases, celebrity humiliation and over-the-top satire on a regular basis for many years – all from the minds of creators Trey Parker and Matt Stone, a couple of very funny guys.
The namesake of the show is a small mountain town in Colorado, with "friendly faces everywhere" and "ample parking day or night." Here lie the Hells Pass Hospital, City Wok, Tweek Bros. Coffeehouse, Park County Police Department, Stark's Pond, and many other locations, including the regular show-opener, the Bus Stop. One location, perhaps the most important one in the TV show, is South Park Elementary. This is where the protagonists Stan Marsh, Kyle Broflovski, Kenny McCormick and Eric Cartman attend school, come in contact with the surrounding (often adult and political) world, and plan many of their antics and adventures. Many of the earlier episodes relied on shock value and crazy plotlines, while the later ones often focused on characters and satire, but over time South Park has evolved to the point where today an episode can be about pretty much anything.
Crooked Bee: Which brings us to the game at hand?
Zed: Yep. In somewhat recent episodes, one of the recurring activities has been live action fantasy roleplaying, portrayed as a mash-up of The Lord of the Rings, A Game of Thrones, and fantasy tropes in general. These LARPing segments serve as the basis for this CRPG developed by Obsidian. There are of course non-fantasy elements in the game as well – often the material for jokes, and what drives the actual plot forward. A clash of themes like this would be an intruding element in most other games, but for South Park, it's a natural ingredient for creating a crazy over-the-top story.
Crooked Bee: I have to say that, despite not having watched the show, I certainly heard of its reputation, and so went into the game fully expecting it to be crazy and eclectic. I also kind of expected it to be if not bad, then half-assed, as licensed video game cash-ins tend to be. However, with its potpourri of cynicism, fart jokes, sex, and violence, its light-hearted reliance on all things outlandish, and its ever-present political and social satire, The Stick of Truth not only didn't disappoint, but went on to exceed my expectations. It was low-brow, it was gross, sometimes very gross, but it was never bad. Any and all complaints I may have, have to do with the game's structure and mechanics, not content. I guess it helped that the game was fully written by Matt and Trey themselves. I know The Stick of Truth reviewed very well, and in that regard it was well-deserved. It really does feel like an interactive episode of a TV show, which I believe was the creators' main goal.
Zed: South Park is first and foremost a comedy show, and as I see it, this is first and foremost a comedy game. Humor is obviously a very personal and subjective matter, but I think it's important that we at least try to touch on the subject here.
Crooked Bee: Sure, go ahead – I'm no expert on the South Park humor, so I'm curious to listen to your take on how well the game does it compared to the show.
Zed: To start with, most of the TV show references in the game are part of what I'd call "sidelined fan service," rather than serving any purpose for the game's actual plot. You can hear music from the show, the movie, and even from Trey and Matt's Team America: World Police as you visit in-door locations or fight certain battles. The in-universe show Terrance and Philip and advertisements from it can be heard (but not seen) from TVs as you pass through people's living rooms. Checking the boys' wardrobes and exploring garages displays a non-interactive collage of items and curiosities from the show. Many of the game's collectibles and gray-colored "vendor trash" items – which is a topic that merits a separate discussion and that I'm sure we will return to in this review – are also taken directly from the show. There's a reference to what feels like almost every episode here. Examples include copies of the Faith+1 album (a personal favorite of mine), or NAMBLA calendars featuring Cartman. The game is littered with cameo characters, acting as quest-givers and enemy encounters. Even one-off characters play minor roles in the game.
Crooked Bee: So a lot of the humor is basically a rehash, a bunch of references to old episodes?
Zed: Yes, it's a rehash, and a deliberate one. Actually, one of my biggest criticisms of the game is that many of these cameos and jokes are served out of context and therefore lose their edge. For example, what is the reason for Team America's Montage song to be playing in the Bank? Not to mention that all of the in-game songs are taken directly from the official soundtracks, including their spoken lines and sound effects. It's a little... disenchanting. I'd also like to add that, since Trey has written so much music for previous projects, including a Broadway musical, I was very surprised to only hear a handful of new songs in the game, none of them accredited to Trey. I did really like one of those new songs, though – namely the "epic" town exploration tune in which Cartman chants something about Jews.
Crooked Bee: Okay, fair enough. I understand how things like that may be dissatisfactory for someone who watched all the TV episodes, knows all the songs, and expects something more "fresh." However, in the game's defense, I want to say that I found a lot of the humor hilarious, and rarely dull. If you don't mind the rehash – who knows, perhaps you're one of those at whom this kind of fan service is targeted in the first place and every reference to a familiar episode brings a wide smile to your face – or if, like me, you haven't watched many (or any) of the TV episodes, then there's still a good chance you won't be disappointed. This does, of course, come with the disclaimer that you should be able to enjoy this kind of humor and not be repulsed by it. As far as my own criticism goes, I thought some of the jokes are a bit overdue today. For instance, I believe we've long passed the heyday of joking about goths and emos – and for that matter, does anyone still care about Al Gore? Which doesn't make the Al Gore cameo itself less funny, of course, just perhaps less poignant. Some of the fart jokes are overdone, too.
Zed: I don't think fart jokes can be overdone.
Crooked Bee: Which is why you're a South Park fan and not I! Anyway, I liked it that the game never pretends to be "deep" or takes itself too seriously – not even when it delivers social commentary. The crazier it gets, the more it shines; this goes not only for its plot, but also for loot, customization, combat animations, jokes – everything. In this, I'd like to see it as proudly bearing the torch of 1980's CRPGs with their in-jokes, pop culture references, and occasional non-sequitur (here taken to the extreme). The Stick of Truth as a true, if highly ironic successor to Wizardry IV's "Don't leave home without them!" – which also fits the game's "nerdy" theme. The sheer breadth of references is good, too; there is even a dig at System Shock 2's audio logs, or an entire pixelated top-down Ultima-style map that I thought was pure genius.
Zed: So, we both enjoyed the jokes and themes of the game. Let's start talking about the story. The Stick of Truth starts with you and your nameless family moving into South Park. Your mother and father take after your chosen appearance. If you're white, they're white; if you're black, they're black. Your race seems to have little impact on the game other than a few quips from the very openly racist Cartman, who acts as your mentor in the early stages of the game (the "tutorial").
Crooked Bee: While, like many other things in The Stick of Truth, this has no real bearing on the gameplay or story, one thing I liked about your parents' (as well as other NPCs') attitude is the way they acknowledge you as the typical silent JRPG protagonist who seemingly never reacts to whatever's being said to him. This even re-appears as a finishing touch at the very end of the game, though I don't want to disclose in what way. I thought it was a nice detail, and very much in tune with the game's overall tone. And by the way, you can choose your race, but you can't choose your gender, which I imagine must have ruffled some BioWare and Bethesda fans' feathers.
Zed: It did ruffle some feathers! I remember reading an editorial about it, probably at Kotaku or Polygon, where the female writer felt sad because she couldn't bring herself into the game. But I don't see it making much of a difference anyway, because – as you said – the main character is a mute, and he doesn't have much of a gender-based personality. You can dress him up as a girl, too, if you want.
Anyway, back to the story. The game begins with you going outside to meet new friends, at the behest of you parents. You almost immediately bump into Butters, the Paladin. He takes you to Cartman, the Grand Wizard. Cartman is the leader of the Humans in South Park's epic fantasy race war between men and elves. He dubs you "Douchebag," and guides you on your quest to aid the humans by recovering the Stick of Truth – a magical artifact which grants its wielder the Ultimate Power To Do Anything. After some time, however, something super crazy and super wacky happens and from that point on it's "let's get high and write a story"-time. You also get a choice of siding with either Cartman or the rival group at one point – and this is actually the only relatively major plot choice you get to make.
Crooked Bee: When you say "plot choice," that brings me to the first disappointment I have with the game – its total and absolute linearity. That bit where you can side with or against Cartman? It doesn't change anything except for a couple of short scenes, and then you get back on the linear track again. No other choices or side quests influence the plot, the dialogue, the ending, or the enemies you face either. No plot branching, no factions to speak of, no choices and consequences; coupled with the fact that all classes play more or less the same, that also means no replayability. This is disappointing coming from Obsidian. Of course – and I want to say this before someone jumps at me – I do acknowledge that The Stick of Truth has entirely different priorities compared to Fallout: New Vegas or Alpha Protocol. However, I think the RPG model that The Stick of Truth's structure is supposed to emulate is fundamentally flawed, and the way it emulates it is decidedly underwhelming, even for a "casual" game.
Zed: If you're an achievement hunter, I imagine you'd need to play the game a couple of times. Or maybe not. I just know the game has a whole lot of achievements. So, what was that about the RPG model and structure?
Crooked Bee: To get this out of the way, The Stick of Truth is definitely structured like a JRPG. And unfortunately, like the most simplistic JRPG you can possibly think of. The model was the Paper Mario series, and that shows in the turn-based meets QTE combat, of course, but also in other areas, including side quests and exploration. Before I proceed to rant on, though – what do you think of exploration in The Stick of Truth?
Zed: For all its linearity in story and progression, I think they did a good job with exploration. I liked the fact that there are no invisible barriers around South Park. Instead, The Lost Forest surrounding the town acts as an endless maze, much like the Lost Woods of Zelda. I never really explored this area, other than entering one time and being eaten by wolves. Supposedly there's some great treasure in there, but that didn't really convince me to re-visit.
Timmy, the handicapped boy in a wheelchair (who often proclaims that Timmy is indeed his name), will offer you rides between connection points scattered through the town. Some of these connection points are very conveniently placed, but a lot of key locations still require some footwork on your part. I'm perfectly fine with that.
Crooked Bee: I agree, I liked the footwork, too. The exploration and plot progression are heavily gated, but there are small nooks and crannies you can only reach once you've acquired certain special abilities – a common thing in JRPGs, which adds to the exploration. The game mostly holds your hand like crazy, but sometimes it doesn't. And whenever it doesn't, it feels great; too bad these moments are so rare. Side quests in general, not to mention hidden ones, are too few and too repetitive and unsubstantial. I think it's a shame that The Stick of Truth emulates not only Paper Mario's combat, but also its side quests – which are among the most simplistic in the entire JRPG genre. The way side quests are tied into the main narrative is oversimplified, too. No matter whether you choose to collect all in-game Facebook friends or not, this will have zero impact on the story or gameplay, despite the superficial similarity to Suikoden's 108 "Stars of Destiny". There are no side quest chains with recurring characters or continuous storylines either. The best thing about good JRPG side quests is that they often consist of little episodes that build on each other, forming smaller "side stories" that run alongside the main quest and sometimes impose onto it. Trails in the Sky or Radiant Historia are good examples here. That also serves to compensate for the linearity of the JRPG's main plot. Unfortunately, The Stick of Truth has neither those kinds of JRPG side narratives nor the choices and consequences characteristic of Western RPGs. As a result, caught somewhere in the middle, it inherits none of either genre's strengths.
Zed: You might be right about the simplicity, but one thing I enjoyed about The Stick of Truth is the way it tries to do a lot of smaller things within its limited framework of gameplay. For instance, during the out-of-combat exploration phase, your character can use many combat abilities for the purpose of circumventing traps and solving puzzles. These puzzles and trials are often very simple. Breaking wind on a fire to blow up a barricade or shooting a hinge to loosen a ladder are two very common examples of this. There are also other interactions, like using your party members' special abilities (such as Butters' magical consolation), but in general these small puzzle elements quickly fall into a very simple pattern. Sometimes you can use the environment to overcome an obstacle such as a locked door – for example by crawling through a vent, Deus Ex-style. There are also mini-games and QTE events outside of combat. Most of these are just very simple one-off QTE events, with on-screen instructions for dummies.
Crooked Bee: Yes, the ability to use the environment to take out enemies at a distance is a good way of letting the player avoid combat. Thank you for bringing up this point – it might just be the kind of clever design decision that serves to offset my complaints a bit. Though really, I want to criticize The Stick of Truth not so much for what it is, but for what it could have been, and this is intentional on my part. I lament not only the fact that South Park Studios and Obsidian chose the Paper Mario model for the game – it's not like other, better models would've been that complex even for a casual title – but also that they decided to follow it to a tee instead of being creative and improving on it as one would expect from a WRPG developer like Obsidian. In fact, it may be argued that The Stick of Truth's secrets and side quests fall short even when compared to Paper Mario's more varied ones. The game's content is playful and subversive, so why isn't its structure? For me, it creates a kind of dissonance.
This is especially disappointing since it's Obsidian we're talking about – the studio perfectly capable of putting a new spin on whatever subgenre they work with. Why shouldn't this be the case for a "casual JRPG," too? I want them to build on the best part of their legacy, not on something like Dungeon Siege III, however "solid" that game may have been. The Stick of Truth is very well-done and, well, "solid", there's no mistaking that, and perfectly enjoyable thanks to Matt and Trey's content. However, design-wise, it's painfully scared of going even a single step outside the Paper Mario comfort zone. And unfortunately, this kind of bad simplicity also carries over to the game's character development and combat.
Zed: Yes – combat. Let's talk about combat. So, you can choose between three difficulty levels: Casual, Normal, and Hardcore. I chose the latter, because I'm super hardcore like that. I've heard that these difficulty options don't really make any difference and that all of them make for an easy playthrough. That's probably true – to me, Hardcore didn't really feel very Hardcore at all. So while I'm not really sure about the differences between the difficulty levels, I would recommend that you go for Hardcore, because the game is for the most part ridiculously easy. There are a few fights that could potentially be a bit challenging, but they can easily be bypassed with "summons." What difficulty level did you play on?
Crooked Bee: I also went for the Hardcore mode, and my experience is essentially the same. The Stick of Truth could probably use some kind of True Hardcore modification like the one Josh Sawyer made for New Vegas, though I doubt anyone's going to bother making one for this game, if that's even possible. This is a bit of a pity; the fundamentals for a challenging, if simple, combat system – varied equipment, status effects, and special abilities – are there. On top of that, the combat is sort of turn-based. Here on the Codex, that means a lot!
Zed: True, the game's combat is played out in a turn-based fashion, but don't let that raise your hopes for any advanced tactical gameplay or moments of serious chin-stroking or hair-twirling. You can only have one follower active in combat at a time (switching followers during combat costs a turn), so most encounters play out as two-against-many. There are two ways to trigger the encounters. One way is to hit your opponents first with your melee weapon (outside combat), granting you the first turn. Another way is by getting hit yourself, which relegates you to the second turn. In larger encounters, this initiation of combat is usually what decides whether the fight will be a little tricky or not, which means there's an ample amount of save-scumming potential for save-scumming enthusiasts. When combat ends, all two of your characters are restored and fully replenished.
Crooked Bee: I think it's that latter part that contributes a lot to making the game so easy. If your health didn't fully replenish after each fight, there could be the additional factor of resource management, but as things stand you don't need to think about it one bit. To make matters worse (or better for the casual player), consumables are extremely plentiful and you even get a dedicated turn to use them in combat, which removes the last illusion of challenge. Amusingly, I guess you could say that the only challenge in The Stick of Truth's turn-based combat comes from the QTEs…
Zed: Indeed. When it comes to combat mechanics, I would describe The Stick of Truth as a turn-based Choose Your Own Quick Time Event Game (CYOQTEG – for short). Almost every skill has a QTE attached to it. It's often there just to increase the damage and potency of the skill, but in certain cases also to get it to fire in the first place. Your character's attacks can be melee or ranged, using items equipped in weapon slots or special abilities unique to your class. Enemies are positioned in rows, front or back, and are unreachable with melee if they stand in the back. There is also magic in the game, which consists of a variety of farting techniques.
Crooked Bee: Is it at this point that I complain about the farting tutorials? Some of those were tricky for me to get right (I'm generally bad at QTEs), but funnily enough it's only the tutorials that were challenging – afterwards, all farting spells were really easy to use. I should also mention that different types of farts are occasionally used for environment interaction, but unfortunately these instances are few and far in-between, and feel very artificial. You can't really improvise – you can only fart where and how the designers wanted you to fart. It's such a waste.
Back on topic, I actually thought some of the more involved QTEs were interesting and varied enough. They're also a tad harder to execute right.
Zed: Yeah – if you beat the tutorial, you won't have any problems throughout the rest of the game. The more advanced QTEs involve chaining mouse-clicks and timing them to your character's attack animation, whereas normal attacks only require a single well-timed click. The same goes for blocking, which involves timing right-clicks when your character is about to take damage. In the tutorial, when doing it for the first time, this is by far the most challenging bit in the game. If you succeed in blocking, you still won't completely nullify the attack, so healing abilities and items remain useful. Like you said, healing items exist in abundance and can be used once per turn, once per character. This also includes the game's revival potion (a taco). It really makes the combat trivial.
Then there are the various damage types and status effects. Enemies can burn or bleed, suffering damage over time. These effects can stack, causing more damage on each turn, and can also affect other abilities through upgrades and perks. There's also a sort of poison/nature damage type called "grossing someone out." You can inflict it by using specific skills or by throwing excrement at your opponent…
Crooked Bee: … excrement which, I should add, you also get in a QTE.
Zed: Additionally, weapons can also have special effects, like armor penetration or health drain. These effects may exist on the weapons inherently, or be added by modifying them. The same goes for armor, although it usually has bonuses that are more defensive in nature.
Crooked Bee: Stacking status effects is fun, and so is customizing your weapons with all kinds of upgrades. Both are also overpowered. Customize your weapon so it inflicts a Bleed effect or several, combine that with some kind of special ability that does the same, and the enemy will start taking huge amounts of damage each turn. The animations for the status effects are cute – actually, animations are on the whole one of the best parts of the game! I could easily recommend playing The Stick of Truth for its writing and presentation alone. You also get some powerful (and pretty crazy) summons which unlock as you advance the story, and those are funny and well-animated, too.
Zed: Summons are useful whenever you find yourself having problems with an encounter. However, these abilities can only be used in regular encounters and only once per day (the game spans four days if I remember correctly). Think of them as Final Fantasy summons, except they pretty much win you the encounter regardless of what happens. There isn't even a QTE involved! I used summons about three times throughout my playthrough, but only because I wanted to see them and not because I needed to. Who wouldn't want to see Mr. Slave swallow a kid with his ass? "Oh, Jesus Christ."
Crooked Bee: I liked the enemy variety, too, from elves and aliens to penis rats and Nazi zombies, and the fact that a lot of enemies have unique special attacks. The only location where I believe the enemies become too repetitive is the sewer "dungeon," which has you fight the same rats and hobos over and over again. That gets boring fast, as does pulling the same switches and shooting the same cranks without any challenge involved whatsoever. That is one particularly poorly designed location, though – I wish they would've been more creative with dungeon design there; the rest of the game is on average much better.
Zed: It's also worth mentioning that, as you leave and then return to South Park's "town area," you will notice that enemies spawn randomly in certain locations. Most if not all of these "town area" encounters are avoidable by simply running away before combat can be initiated, so it's not a hassle. It does leave room for experience grinding if you're into that, but you will reach maximum level by just plowing through the story anyway.
Crooked Bee: Ah yes, the level cap, my old enemy, we meet again. Having a level cap in a game like this means you have no incentive for fighting anymore once you've hit it. I'd understand it if the game actually had a proper RPG system that would have you make hard choices and sacrifices, but in an extremely casual game like this, leveling up is basically all about unlocking new entertaining abilities. It goes against the entire point of the game to limit that with a level cap and prevent you from getting new toys to play around with. Had it been Josh Sawyer's game, the level cap would've been introduced for the sake of balance and, as usual, in order to abolish fun. On a more serious note, as esteemed community member Bubbles suggested to me on the forums, it must've been done so that future DLC could raise the level cap. This kind of practice sucks. Another thing that sucks is level scaling. Yes, The Stick of Truth scales to your level. This doesn't matter much in a casual linear game like this, though, and guarantees that you can skip as much combat or other content as you want without penalty. Finally, as befits an Obsidian game, the combat is fundamentally broken. With the right combination of upgrades and abilities, you can gain what almost amounts to full immunity. And you know the combat is too easy when you have to artificially prolong it just to witness the boss' hilarious special attacks.
Zed: I may not be as passionate about the level cap as you are, but I would also prefer not hitting the experience ceiling before even entering the endgame. Also, had this been Josh Sawyer's game, there would be, like, ten layers of damage-specific armor on top of the health bar. That might solve your troubles with seeing the boss animations, too. Sawyer really has all the answers.
Crooked Bee: He sure does, as everybody on the Codex knows!
Overall, even though I had some negative things to say about it, I did enjoy how combat feels. Trying out various weapons, abilities and consumables turned out to be more fun than I expected. Sometimes I even initiated "filler" battles instead of skipping them simply because I wanted to kick some more ass and have the pleasure of stunning the enemies with Jew-Jitsu or circum-scything them. I also found it interesting that enemies aren't immediately removed from the battlefield once they've been KO'd, and you need to hit them again to make them (literally) go away. Again, though, I feel they could've done more with this feature. This oscillation between "interesting" and "could've been better" is what permeates the entire game for me. Take item progression, for example – why is it so restrictive? Why do Goth Gloves, for example, only become available for sale after you've started the quest to befriend the goths? This doesn't make any sense, nor is it necessary. A lot of the items themselves are, however, good.
Zed: I agree – item collection is a significant part of The Stick of Truth's gameplay. Not only gear and achievements, but also actual fictional collectibles like the chinpokomon (which really do not serve any purpose at all besides being funny - "We love Chinpokomon too! It's super toy number one!"). Most of these collectables are tucked away behind simple puzzles and are very easy to get. For example, obtaining the chinpokomon usually involves simply shooting them down from a hard-to-reach spot. I'm sure there are lots of Steam achievements for this stuff, if you're into that.
Crooked Bee: So yeah, in any case, I think customization and loot, including collectables, are one of the game's highlights alongside the writing and animations. Thanks to games like Skyrim, a lot of people these days seem to believe that an essential aspect of an RPG is customizing your character's looks and the things your character wears – and the more detailed this customization, the better an RPG it is. The Stick of Truth absolutely delivers on these expectations, and blows you away with the sheer amount of stuff you can carry around in your pockets or equip. No matter if useful or useless, finding loot is just plain fun; on top of that, none of the equipment is class-restricted so you can mix and match them to create all sorts of over-the-top looks. The game lets you play dress-up, experiment with equipment effects, or simply laugh at the humorous item descriptions to your heart's content. A lot of these descriptions are, I assume, references to TV episodes, but as a rule they are amusing enough even for someone like me who didn't watch the show. Loot-wise, this may just be one of the best RPGs I've played.
Zed: You think so?
Crooked Bee: I do. Diablo, step aside! Too bad that, like you said, collectables have barely any gameplay relevance, and equipment doesn't matter much either due to how unbalanced it is (so that some weapons and status effects are clearly preferable) and how easily you can win in combat. I also wish the dress-up were more important; if I remember correctly, it only becomes relevant in one or two quests, which is a pity.
Zed: I'm actually a little sad Obsidian didn't do more with the social media angle. One of the things to collect are "friends," and the friends mechanic is integrated into the game's menus, working like a fictional social networking website where any character you befriend has the ability to write into your message feed – very much like Facebook or Twitter. You can befriend most characters just by talking to them, while others will only add you to friends if you complete a quest for them.
Crooked Bee: It certainly feels like a Ubisoft game through and through – lots of collectibles, lots of "social features." I wonder what it was like in this regard when it was still in THQ's hands. This aspect also harkens back to JRPGs, of course. Collectables have been a JRPG staple for a while already, and you can find similar social mechanics in games like Xenoblade Chronicles, where you also add the NPC to your "friends" when you talk to him or her for the first time, and earn achievements for reaching a certain number of friends. It's telling that the "affinity system" was way more complex in Xenoblade, though…
Zed: The main thing that left me disappointed is the way you get a lot of messages from your friends early on, but as the game progresses, it feels like this feature is abandoned. As your friend count increases, the number of messages you get goes in the opposite direction. The only gameplay-relevant thing it does is grant you perks at certain break-points, but that's it. By the way, I haven't played Xenoblade, but I bet you can't befriend anthropomorphized poop in it!
Crooked Bee: That's true, Xenoblade's got nothing on South Park's anthropomorphic poop! And I certainly agree on the wasted potential of the social mechanics. Well, sure, increasing your friend count does give you perks, which is better than nothing. Too bad the perks themselves are so uninspired. There are maybe two or three more interesting ones, like the perk that reduces the duration of debuffs (yes, this is one of the more interesting ones, which already says a lot), but the rest are just "higher melee damage", "more PP", "revive character with full HP", etc. It's like they took the most standard bonuses possible and gave them humorous names. This is just lazy. Unlike perks, special abilities can be more varied, as can the humor behind them. I played the Jew class, so all my perks, special abilities, and equipment revolved around dealing higher damage the less HP I had left. In other words, the more beaten up and "persecuted" I was, the stronger I became – a playful reference to the troubled history of the Jewish people and their survival against all odds. The same goes for your companions' abilities. Those are entertaining, and you can get your buddies to utilize them during exploration to help you overcome an environmental obstacle or two. Unfortunately – another missed opportunity! – all of these interactions are scripted and can only be used at certain rare spots put there by the designers; you can't use them creatively.
Of course, the question is: if the exploration, interaction, combat, and character development are so simplistic, why make this an RPG at all instead of, say, an adventure game? The most obvious answer is that, being a game that satirizes a bunch of nerdy things like LARPing, it must be a nerdy thing itself. And maybe it's just me, but I also believe the game wouldn't have been half as fun if it were just an adventure game. Kicking ass and looting stuff feel extremely... addictive for some reason. A point and click adventure's world is essentially static, and so is its protagonist; in an RPG, on the other hand, you grow your protagonist like you would a Pokemon, and that makes you feel more involved somehow and things less static. Developing your character also opens up new options, which again feels more involving than doing the same by simply clicking on or combining stuff. In general, the game feels very organic and natural; it does a good job at "simulating" the world of South Park as you explore it. It doesn't feel artificial in the least.
Zed: I think it has a lot to do with the art direction and how the game looks. No wonder there aren't exactly a lot of game options to fiddle around with before you hop into The Stick of Truth. There are barely any graphics or video options with the exception of video resolution and fullscreen mode.
Crooked Bee: The art direction is very good. That's all I've got to say about it. It really makes the game memorable.
Zed: It's a bit funny how Obsidian are often profiled as the CRPG developer, when they haven't exactly got a lot of releases under their belt to show for it. Imagine us in a year or two, reviewing Armored Warfare and going "Tanks?! Real-time?! Where are mah choices?! We expected more from you – Chris Avellone!"
There are 67 comments on RPG Codex Review: South Park: The Stick of Truth
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Melbourne Queen Anne
jonruwolt May 13, 2018 Architecture, Federation Architecture, Federation Queen Anne, Melbourne, Queen Anne
This post is based on a flickr stream: Melbourne's Historic Homes by Dean-Melbourne
See also Gothic Queen Anne style
See also Melbourne's Federation Heritage
See also Queen Anne or Federation Queen Anne?
Middle Park Architecture
Albert Park Architecture
North Park Mansion – Essendon
Homerton House – South Yarra
This beautiful Edwardian era, Queen Anne styled mansion, originally known as Homerton House, is located in the elite Melbourne suburb of South Yarra. Built in 1906, the red brick building features a prominent slate roofed tower with iron finial.
Homerton House – South Yarra by Dean-Melbourne
This magnificent Edwardian Queen Anne style residence known as 'Colbinabbin' was constructed by local engineer and public works contractor John Raven Fisher in 1909. The building remains intact including its red brick and cast iron palisade fence, stained glass windows and the multi faceted hipped slate roof and chimneys.
"Colbinabbin" 118 Canterbury Road Middle Park, Vic by Dean-Melbourne
Melbourne's Albert Park has numerous Edwardian Queen Anne style homes but very few are as impressive as this home with its landmark sized fish scale tower.
Albert Park Architecture by Dean-Melbourne
Queens Bess Row – East Melbourne
Queens Bess Row is a beautiful example of boom time Queen Anne styled residential architecture that became popular during the late 19th and early 20th century. The building was designed as a 'row' of three four storey houses in 1886 and was one of Melbourne's first apartment buildings. It features classic Queen Anne gables, pitched slate roof, prominent chimneys, arcaded verandas and dormer windows.
Queens Bess Row – East Melbourne by Dean-Melbourne
Illawarra – Toorak
Illawarra is a beautiful and detailed Queen Anne styled mansion situated in Melbourne's most elite suburb of Toorak. Built in 1889, the red brick building features an impressive tower and its cast iron detailing are of the highest quality. The building was presented to the National Trust in 1966 and currently still owns the property.
Illawarra – Toorak by Dean-Melbourne
North Park Mansion is a beautiful Queen Anne styled residence located in the Melbourne suburb of Essendon. Built for Alexander McCracken in 1889, on the highest point of Essendon, it comprised 42 rooms with a large central tower and is constructed with Red Northcote bricks, sandstone, basalt and terracotta roofing tiles from Marseilles, France.
See also photoalbum of North Park Queen Anne Mansion by raaen99
Essendon Architecture
This red brick and terracotta Edwardian Queen Anne villa, complete with corner tower, is situated directly opposite the incredible Lowther Hall mansion in the Melbourne suburb of Essendon.
Essendon Architecture by Dean Melbourne
Edzell – Toorak
See also: Edzell House, Melbourne's very grand mansion
Edzell is one of Toorak's grandest mansions and is situated high on the southern bank of the Yarra River. Completed in 1892, this huge Queen Anne styled mansion, with more than 30 rooms, is built with red brick, stone and imported Marseille pattern tiles and terracotta ridging. It features two symmetrically placed turreted corner towers facing the river, a two level timber verandah as well as several prominent red brick chimney's with terracotta flues. The building is one of the most successful of the Queen Anne style ever attempted in Melbourne.
See also photoalbum of Edzell Queen Anne Mansion by raaen99
Edzell – Toorak by Dean-Melbourne
Darnlee – Toorak
Darnlee is a magnificent Edwardian era Queen Anne mansion that was built in 1895. The building features a huge conical corner tower with beautiful decorative plaster mouldings and is topped by terracotta shingles. The roof line is immense with numerous steep gables as well as prominent chimneys, roof finials and cresting.
Darnlee – Toorak by Dean-Melbourne
The Towers – Kew
This marvellous Victorian mansion was built in 1890 for James Maitland Campbell, who was twice the mayor of Kew. It was named 'The Towers' after the twin Queen Anne styled towers that features on the front of the property.
The Towers – Kew by Dean-Melbourne
Dalswraith – Kew
Dalswraith is a magnificent Federation era mansion, not only for its beauty, but for its sheer size. It was completed in 1906, in the popular Queen Anne style and features an arcaded freestone entrance and veranda flanked by bay windows, distinctive chimneys and the classic Queen Anne high pitched gable roofs. The building is now used as a residence for Xavier College and was renamed Campion College.
See also photoalbum of Dalswraith Queen Anne Mansionby raaen99
Bundoora Homestead – Melbourne
Built in 1899, Bundoora Homestead is a grand 14 room mansion designed by Melbourne architect Sydney Herbert Wilson. His design, a huge double storey red brick, Queen Anne style residence with dominant hipped slate roofs, protruding gables, and prominent brick, stucco and terracotta chimneys, is perhaps the finest example of the Queen Anne style built in Australia.
Bundoora Homestead – Melbourne by Dean-Melbourne
Tay Creggan – Hawthorn
Tay Creggan was originally built as a magnificent Queen Anne styled mansion overlooking the Yarra River in Hawthorn. Completed in 1893, the enormous red brick and stucco mansion features amazing complexity in the roof structure which incorporates a small tower, dormer windows, high pitched gables and large terracotta chimneys. Tay Creggan is now part of Strathcona Baptist Girls Grammar School after it purchased the building in 1969.
Tay Creggan – Hawthorn by Dean-Melbourne
Uxbridge House – Hawthorn
Uxbridge House is a very early and unusual example of Melbourne's popular Queen Anne style residence. Built in 1889, the attractive single level villa features a slate roof topped with cast iron cresting and finials and an octagonal twin level tower with beautiful yet understated sinuously framed stained glass windows.
Uxbridge House By Dean-Melbourne
Lugano – Northcote
Situated on Rucker's Hill in Northcote, 'Lugano' is a beautiful and complex Edwardian era Queen Anne mansion. It stands alongside its mirrored twin 'Mandalay'. Both houses were built in 1912 by master builder Laurence Edwards. 'Lugano' is the left hand plan and 'Mandalay' the right hand plan, otherwise they are identical.
Lugano – Northcote by Dean-Melbourne
Mandalay – Northcote
Situated on Rucker's Hill in Northcote, 'Mandalay' is a beautiful and complex Edwardian era Queen Anne mansion. It stands alongside its mirrored twin 'Lugano'. Both houses were built in 1912 by master builder Laurence Edwards. 'Lugano' is the left hand plan and 'Mandalay' the right hand plan, otherwise they are identical.
Mandalay – Northcote by Dean-Melbourne
Kew Architecture
The affluent Melbourne suburb of Kew has some fine examples of Edwardian Queen Anne style residences including this impressive Willsmere Road mansion.
Kew Architecture by Dean-Melbourne
Brighton Architecture
Grand and beautifully detailed Edwardian era mansions are still a common sight in Melbourne's affluent bayside suburb of Brighton.
Brighton Architecture by Dean-Melbourne
The Gables – Malvern
The Gables is nestled in a beautiful tree lined avenue in the Melbourne suburb of East Malvern. The magnificent Queen Anne styled mansion, built in 1902, incorporates landscaped and manicured grounds, an amazingly complex hipped roof line, wide verandahs, leadlight windows as well as beautifully crafted timber detailing.
Melbourne, Queen Anne Style
Previous Architect E. Jeaffreson Jackson
Next Queen Anne or Federation Queen Anne?

redpajama_set_name: RedPajamaCommonCrawl


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Restricting Screen Time for Generation Z
Aparna Prakash
Are you guilty of handing your phone or tablet to your children, just to keep them occupied till you get your work done? You are not alone. Most parents of young children have been there and done that.
Generation Z and Screen Time
The Generation Y, "typically perceived as increasingly familiar with digital and electronic technology" have found serious competition in Generation Z, who are way ahead and needier when it comes to technology and screen time.
Children are always surrounded by gadgets, be it a television, smartphone, computer or video games. With so many to choose from, it is definitely hard to restrict their screen time spent, but it is important to realize that though these gadgets may be useful, overuse is not healthy.
A study conducted by the University of California, Los Angeles, found that children who spent too much time with gadgets had emotional problems and had a difficulty in connecting emotionally with family and friends.
Problems of Technology Overuse:
Some common problems linked to overuse of digital technology include:
Negative impact on academic performance
Sexting and online predators
According to the American Academy of Pediatrics (AAP):
At least 4 out of 5 families have video gaming devices.
25 percent of the teens in the nation are constantly connected to the internet.
76 percent of the teen population is on at least one social media site.
More than 70 percent use multiple sites like Facebook, Twitter and Snapchat.
Nearly 75 percent of the teens own a smartphone, which means that they have full access to the internet at all times.
Considering these statistics, the issue parents face is enormous. But there are ways to tackle it strategically, without having to face the wrath of your teenage daughter who may be forced to miss out on her constant use of Snapchat.
What's the solution then? One would be to make children understand how the overuse of technology can impact their brain and deter their emotional and social growth, along with negatively impacting their academics.
Restricting Screen Time
Many parents, including tech giants like Steve Jobs and Bill Gates, have admitted to regulating their children's tech usage, so don't feel bad when you do it too.
Studies recommend a "healthy media diet" where parents and children work together to come to a consensus on how much screen time is good for them. It is a win-win situation because the children do not feel completely deprived and the parents are happy too.
Another breakthrough would be if schools chipped in to help fight this internet epidemic. As of September 2018, primary and middle schools in France will face a ban on cell phones. This decision, made by the education minister, is in view of the lesser time children are spending playing outdoors. It is also an attempt to reduce the incidents of cyberbullying, which tend to lead to serious emotional disorders like depression.
Technology has definitely taken over our lives and it is high time we fight back, at least for the good of our children. Though there may be times when all you want to do is prop your toddler in front of the television, resist the urge and try to move toward a routine that involves lesser screen time and more family time.
Weingus, L. (2018, June 06). We Know Tech Can Be Dangerous. A New Study Shows How Complicated It Can Get For Kids. Retrieved from https://www.mindbodygreen.com/articles/how-dangerous-is-tech-for-kids
Inglese, E. (2018, February 26). Silicon Valley Parents Are Raising Tech-Free Kids, And Maybe You Should, Too. Retrieved from https://www.mindbodygreen.com/articles/silicon-valley-parents-are-raising-tech-free-kids-and-maybe-you-should-too
Loewe, E. (2017, December 13). This Is How The French Deal With Cellphone Addiction. Retrieved from https://www.mindbodygreen.com/articles/france-bans-cell-phones-from-schools
Constantly Connected: Adverse Effects of Media on Children & Teens. (n.d.). Retrieved from https://www.healthychildren.org/English/family-life/Media/Pages/Adverse-Effects-of-Television-Commercials.aspx
Kamenetz, A. (2018, February 06). What The Screen Time Experts Do With Their Own Kids. Retrieved from https://www.npr.org/sections/ed/2018/02/06/579555110/what-the-screen-time-experts-do-with-their-own-kids


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Moffitt enters guilty plea
Jennifer A. Moffitt, 31, of 1422 Pleasant Ridge Road, Sistersville, entered a plea of guilty before Judge Mark Karl on Aug. 18.
Moffitt was initially charged with one felony count of operating a clandestine drug laboratory on July 17, 2008. Prosecuting Attorney Luke Furbee stated, "A conviction for attempting to operate a meth lab was obtained today due to the hard work of local law enforcement, particularly the Tyler County Sheriff's Department. These investigations are difficult and time consuming. We cannot operate on hearsay and gossip, we need evidence and we need citizens to help us in these endeavors."
He added, "The defendant will be sentenced by the judge, following a pre-sentence investigation by the court's probation officer and a full and frank sentencing hearing. The state intends to seek the maximum sentence, to deter others who would engage in this depraved and dangerous business."
Furbee also stated, "Under law, my job is not only to vigorously prosecute cases, but to see justice done. One of the dismissed counts turned out to be defective based on lab testing. The other dismissed count can be interpreted to require proof that we may not be able to sustain at a trial. The defendant pled guilty to the charge where the evidence arrayed against her was absolutely incriminating. It is fair to her, and the sentencing procedure will be the same as if she had been convicted at trail. It is fair to the county; the conviction has been obtained and the expense of trial has been saved. In the end, the judge will fix the defendant's sentence, weighing her arguments and the state's. That's what courts of justice are supposed to do. In getting to that point, though, it takes a community effort-law enforcement and citizens working together to build the kind of community we want to live in."
Sentencing for Moffitt was set for Oct. 1, at 11 a.m.
Moffitt asked the judge that she be off home confinement so that she may look for work. Karl told Moffitt to contact Probation Officer John Lantz and Sgt. R.D. Pratt in regard to the matter.
Joseph M. Pachuta, 48, of H.C. 60 Box 116, Lima, also appeared before Karl. Pachuta was charged with one felony count of kidnapping or holding hostage and one misdemeanor count of domestic violence stemming from incidents that occurred at his residence on Feb. 25.
Pachuta's attorney, John Butler, asked for a motion for a release of Pachuta's medical and physiological history record. Karl granted the request. Pachuta is to appear back in court on Sept. 24 at 1:30 p.m.
Also on this week's docket was Harold Smith, 54, of 100 S. Wells St., Sistersville, who is facing four counts of sexual assault in the first degree by subjecting a child to sexual contact who was incapable of consent because she was less than 11 years old and not married to the defendant alleged to have occurred in 1977 and 1978. He was further charged with two counts of sexual assault in the third degree by engaging in sexual intercourse with the above mentioned minor alleged to have occurred in 1982.
Smith was indicted on all counts on June 10, 2008.
Attorney George Cosenza, who is representing Smith, was present at the hearing, as well as Worthy Paul, the special prosecutor for the case. The case is being continued as motions are going to be filed. A 404(b) hearing to determine if certain evidence is admissible will be held on Sept. 2, at 10 a.m.


MV's Colts now called Sherlock and Shirley for short was adopted by Grace and Daniel in Cincinnati. She was a bit overwhelmed with her new front steps, but she'll learn quickly. She met Sinclair (sweet cat but not available for the photo) and completely ignored the cat who was fine with that. Shirley has a new bed, toys and a new life!


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Last edited by Kazigal
4 edition of Crustacea. Part F found in the catalog.
Pycnogonida
Published 1997 by T. Mulvey in Ottawa .
Pycnogonida -- Arctic regions.,
Crustacea -- Arctic regions.
Statement by Leon J. Cole.
Series CIHM/ICMH Microfiche series = CIHM/ICMH collection de microfiches -- no. 82837, Report of the Canadian Arctic Expedition, 1913-1918 -- v. 7, pt. F.
Contributions Canadian Arctic Expedition (1913-1918)
Pagination 1 microfiche (11 fr.)
Crustacea. [Frederick R Schram] -- This book fills the need for a single volume reviewing the morphological structure, phylogenetic relationships, evolution, and natural history of the crustacea. Home. WorldCat Home About WorldCat Help. Search. Search for . Crustaceans are members of the sub-phylum Crustacea, a large group of arthropods (55, species).They include various familiar animals, such as lobsters, crabs, shrimp and are variously found in marine and freshwater, with a few terrestrial members (such as woodlice. Subcategories. This category has the following 19 subcategories, out of 19 total.
A diverse community of predators—from other crustaceans to squid, fish, and whales—can depend on this population of crustacean grazers: witness Euphausia superba, a euphausid, without which the predator food web of the pelagic Southern Ocean would collapse. Euphausids (order Euphausiacea) that school in large numbers are known as krill, and. Some crustaceans (Cirripedia, Mysidacea, Cumacea, Isopoda, Amphipoda, and many Decapoda) are characterized by direct development, that is, an individual differing little from the adult emerges from the egg. Most crustaceans inhabit seas, making up the principal mass of plankton and, sometimes, a significant part of the benthos.
Treatise on Zoology - Anatomy, Taxonomy, Biology - The Crustacea, Volume: 9A Editors: Frederick Schram and Carel von Vaupel Klein This volume, 9A, contains the material on the euphausiaceans, amphionidaceans, and many of the decapods (dendrobranchiates, carideans, stenopodideans, astacidans, and palinurans). Crustacean, any member of the subphylum Crustacea, a group of invertebrate animals consisting of s species distributed worldwide. Crabs, lobsters, shrimps, and wood lice are among the best-known crustaceans, but the group also includes an enormous variety of .
Crustacea. Part F Download PDF EPUB FB2
I have to be honest. I didn't have high hopes when I purchased Crustaceans. It's a book about giant crabs attacking people, it's not Nabokov. I was hoping for some Creature Double Feature style mindless fun with humor and horror. Mister Meikle has the mindless part down cold, it's the fun part he's forgotten/5(62).
: Crustacea. Part F book on Zoology - Anatomy, Taxonomy, Biology - The Crustacea, Decapoda, Volume 9 Part A (): Edited by F.R. Schram and J.C. von Vaupel 5/5(1). This is the first single-author overview of all crustacean groups, fossil and living, sinceand the first phylogenetic systematic review.
Lavishly illustrated, the book covers all known aspects of the anatomy, feeding, locomotion, reproductive biology, biogeography, development, fossil record, and higher taxonomy of every currently 5/5(1).
The Biology of Crustacea, Volume 6: Pathobiology summarizes the state of knowledge, major advances, and important problems in crustacean diseases. Organized into five chapters, this book begins with the discussion on the disease-causing viruses, Rickettsiae, bacteria, and fungi afflicting crustaceans.
Crustacea Guide Of The World, althought written for the lay "marine biologist" is none-the-less scientifically correct. The book is divided into two sections, Atlantic decapods and Pacific decapods, giving the reader the ability to more acurately and quickly identify the animal of by: In the first part of this book, the chapters address allocation strategies to reproduction, gamete production, brooding behavior, and other components of parental care in crustaceans.
The second part of the volume centers on sexual systems in crustaceans. The third section of the volume covers crustacean mating systems and sexual selection.
The Biology Crustacea. Part F book Crustacea, Volume 3: Neurobiology: Structure and Function focuses on fundamental aspects of crustacean neurobiology, from the organization of the central nervous system (CNS) and neuromuscular systems to synapses and neurotransmitters, nerve and muscle, hormones and neurosecretion, photoreception, chemoreception and thermoreception, and mechanoreception.
Crustacea This is a Wikipedia book, a collection of Wikipedia articles that can be easily saved, imported by an external electronic rendering service, and ordered as a printed book.
Edit this book: Book Creator Wikitext. Discover Book Depository's huge selection of Crustaceans Books online. Free delivery worldwide on over 20 million titles. The Subtle Art of Not Giving a F**k is his antidote to the coddling, let's-all-feel-good mindset that has infected modern society and spoiled a generation, rewarding them with gold medals just for showing up.
Manson makes the argument, backed both by academic research and well-timed poop jokes, that improving our lives hinges not on our /5(K). This is the first single-author overview of all crustacean groups, fossil and living, sinceand the first phylogenetic systematic review.
Lavishly illustrated, the book covers all known aspects of the anatomy, feeding, locomotion, reproductive biology, biogeography, development, fossil record, and higher taxonomy of every currently recognized group.
Crustaceana is a leading journal in the world on crustacean research, including the latest papers from all branches of zoology. It provides up-to-date information on aspects such as taxonomy, zoogeography, ecology, physiology, anatomy, genetics, palaeontology, and biometry, and covers all groups of Crustacea.
The Biology of Crustacea, Volume 6: Pathobiology summarizes the state of knowledge, major advances, and important problems in crustacean diseases.
Organized into five chapters, this book begins with the discussion on the disease-causing viruses, Rickettsiae, bacteria, and fungi afflicting Edition: 1. Crustaceans are distinguished from myriapods and insects by many more traits. A striking difference is seen in leg structure. The morphological characteristics Taxonomy, Anatomy and Physiology of various crustaceans including vital systems are the major part of this book.
Varieties of Crustaceans have its economic values in captures and culture practices so their basic nature, structures. Crustaceans (Crustacea / k r ʌ ˈ s t eɪ ʃ ə /) form a large, diverse arthropod taxon which includes such animals as crabs, lobsters, crayfish, shrimps, prawns, krill, woodlice, and barnacles.
The crustacean group can be treated as a subphylum under the clade Mandibulata; because of recent molecular studies it is now well accepted that the crustacean group is paraphyletic, and comprises Clade: Pancrustacea. The Australian Museum is redeveloping the Crustacea interactive keys online.
Please refer to the Fauna databases and online resources, a free online public enquiry database that provides taxonomic and biological information on the Australian fauna, or contact the AM's webteam with a specific request.
Crustacean. Crustaceans are extremely important members of the planktonic and benthic communities in almost all inland water ecosystems, including wetlands, freshwater and saline lakes, caves, and rivers, even though they represent worldwide only about 15% of the nea described species in the subphylum (with almost all the remaining being marine species).
About this Item: Hollywood Import & Export Inc., Hardcover. Condition: Good.IKAN. Book has a gift inscription to front endpage ("Bob, as requested your review copy. Feb. Helmut Debelius"), a partial sticker to front cover, light rubbing to covers, faint bumps and scuffs to edges and tips of corners, faint red smudges to outer textblock, some red pen markings to pages.
This is the seventeenth book in my Kindle Unlimited Experiment. For the 30 day trial, I'm only reading books that are part of the program and keeping track what the total cost of the books would have been.
In some ways, Crustaceans, like Clickers, is an homage to Guy Smith's Crab books, which I confess I have yet to read/5. The Biology of Crustacea, Volume 3: Neurobiology: Structure and Function focuses on fundamental aspects of crustacean neurobiology, from the organization of the central nervous system (CNS) and neuromuscular systems to synapses and neurotransmitters, nerve and muscle, hormones and neurosecretion, photoreception, chemoreception and thermoreception, and Edition: 1.
The Crustacea are a subphylum of arthropods w described are part of the phylum ceans include crabs, lobsters, crayfish, shrimp, krill and are relatives of the Arthropods are regarded as a superphylum, then the insects and crustacea.
Crustaceans form a group of marine animals the author is especially acquainted to since many years. Therefore it was his great challenge to present for the first time in literature a field guide perfectly illustrated with species of Crustacea from all the world's seas/5.COVID Resources.
Reliable information about the coronavirus (COVID) is available from the World Health Organization (current situation, international travel).Numerous and frequently-updated resource results are available from this 's WebJunction has pulled together information and resources to assist library staff as they consider how to handle coronavirus.
kurt-haspel.com - Crustacea. Part F book © 2020


An intervention into our shared lives, Unlearn Fear + Hate aims to promote public dialog and civic engagement.
An artwork that marks a global community, people committed to a more compassionate world.
Pride-of-Place + Poetry + Tattoos = A collaborative celebration and a commitment made visible.
Portraits of cities created with photographs of discarded couches and easy chairs and the people who live near them.
Inspired by Vandaveer's "Good Morning," this video artwork documents a dialog between the song lyrics and motorists making their daily commute along New Circle, one of Lexington's major motorways.
To complement the world's largest collection of mustache cups, we built the world's largest mustache cup.
Combining the goals of oral history and photojournalism, Passing is a series of exhibitions and events celebrating the drag community in Lexington, KY.


Watch Balkan Line (2019) : Online Movies 1999, Serbia is bombed and Kosovo region is left for plunder by bandits under command of Albanian warlord, Smuk. The removal of the human organs take place within the territories bandits have taken, the robberies, mass assassinations and genocide. Russian intelligence officer Bek Ethoev and former paratrooper turned mercenary Andrey Shatalov head a small detachment tasked with the dangerous mission to stop the terrorism, recapture the airfield used by the bandits and rescue Shatalov's love interest Yasna, who was captured to be harvested for organs, like the rest of the Serbian prisoners.


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Hill, Chesson & Woody Welcomes Two New Team Members
Local Benefits Consulting Firm Increases Headcount By Two
DURHAM, N.C., September 23, 2016 – Hill, Chesson & Woody (HCW), an independent benefits consulting firm, has announced the hiring of Nick Ernst as a Business Development Associate and Sirena Hardy as a HR Technology Implementation Specialist. In his role, Ernst identifies and develops relationships with potential clients. He supports and works with HCW's marketing and sales teams to implement business development initiatives, as well as contribute to the growth of HCW by engaging with prospective clients in a multitude of ways, whether it be by phone, email or in-person.
Ernst comes to HCW after serving most recently as a Client Advisor for BMW in Chapel Hill, N.C. Prior to that, he worked as a freight broker, managing large accounts for Total Quality Logistics in Raleigh, N.C.
Ernst graduated from East Carolina University in 2014 with a Bachelor of Science in Marketing. He resides in Raleigh, N.C.
In her role, Hardy is responsible for managing new HR technology implementations for clients and prospective clients. In addition, Hardy will assist clients with ACA reporting requirements.
Hardy comes to HCW after spending four years as a Technology Support Specialist for the NC Department of Public Instruction where she helped implement a new Applicant Tracking System (ATS) to school districts across the state. She has 15 years of information systems, technical support, and implementation experience.
Hardy graduated from North Carolina Wesleyan College with a Bachelor of Science in Business Administration and Computer Information Systems. She also received her Master of Science from North Carolina Central University in Information Science. She resides in Clayton, N.C.
"Given the reputation, I knew Hill, Chesson & Woody was the ideal company to join," said Ernst. "I believe my background in sales will make me a perfect fit for this role!"
"I thrive on the ever-changing world of information technology and the various ways technology has advanced our society," said Hardy. "I enjoy helping others understand how to use technology to meet their needs. When this position opened up at HCW, I knew it was exactly what I was looking for."


text:
Staff 2019/20 - Academic teaching qualification
Fields required from institutions in All fields
Academic teaching qualification
valid entries
Short name ACTCHQUAL
This field records whether or not academic staff hold a higher education teaching qualification, another relevant teaching qualification, or have been recognised in other ways for their teaching expertise.
All staff at higher education providers (HEPs) in England, Wales and Northern Ireland where any (Contract.ACEMPFUN is coded 1 or 3 and Contract.TERMS is coded 1 or 2).
Optional for HEPs in Scotland where any (Contract.ACEMPFUN is coded 1 or 3 and Contract.TERMS is coded 1 or 2).
Valid entries and labels
Code Label
01 Successfully completed an institutional provision in teaching in the higher education sector accredited against the UK Professional Standards Framework
02 Recognised by the HEA as an Associate Fellow
03 Recognised by the HEA as a Fellow
04 Recognised by the HEA as a Senior Fellow
05 Recognised by the HEA as a Principal Fellow
06 Holder of a National Teaching Fellowship Scheme Individual Award
07 Holder of a PGCE in higher education, secondary education, further education, life long learning or any other equivalent UK qualification
08 Accredited as a teacher of their subject by a professional UK body
09 Other UK accreditation or qualification in teaching in the higher education sector
10 Overseas accreditation or qualification for any level of teaching
11 Recognised by Advance HE as an Associate Fellow against Descriptor 1 of the UKPSF
12 Recognised by Advance HE as a Fellow against Descriptor 2 of the UKPSF
13 Recognised by Advance HE as a Senior Fellow against Descriptor 3 of the UKPSF
14 Recognised by Advance HE as a Principal Fellow against Descriptor 4 of the UKPSF
15 Recognised by SEDA against Descriptor 1 of the UKPSF
90 Not known
99 No academic teaching qualification held
There is no implied hierarchy in the valid entries, neither is there any implied equivalence. Only qualifications for teaching in higher education should be returned in this field, other qualifications are not considered to be a teaching qualification. For new members of staff in the 19/20 collection codes 01-05 should not be returned.
Courses recognised by SEDA against its Named Awards that are accredited against the UKPSF (Supporting Learning; Learning Teaching and Assessing) can be coded as 01 'Successfully completed an institutional provision in teaching in the higher education sector accredited against the UK Professional Standards Framework' as in previous years for continuity or can be mapped to the new codes 15 and 16.
Qualifications that predate the UK Professional Standards Framework (UKPSF) should also be coded 01 'Successfully completed an institutional provision in teaching in the higher education sector accredited against the UK Professional Standards Framework'.
The code 01 has been included this year for continuity. However, we will look to discontinue code 01 in future years, therefore any staff previously returned under the 2018-19 valid entry '01 Successfully completed an institutional provision in teaching in the higher education sector accredited against the UK Professional Standards Framework', who do not fall into the new codes for 2019-20 of 11, 12, 13, 14, 15 or 16, or where a staff member attends an accredited course that leads to an award, but has not gone forward for the accreditation, should be returned under valid entry '09 - Other UK accreditation or qualification in teaching in the higher education sector'.
Codes 02-05
The 02, 03, 04 and 05 codes have been included this year for continuity but will map directly to the new codes of 11, 12, 13, and 14 which have been updated to the new label to reflect the organisational change to Advance HE. We will look to discontinue codes 02 – 05 in the 20/21 collection C20025 and validation will be introduced to manage this transition.
Higher education providers (HEPs) should return code 06 'Holder of a National Teaching Fellowship Scheme Individual Award' for staff who have been recognised by Advance HE (or previously the Higher Education Academy) at any time.
The following items should be coded 07 'Holder of a PGCE in higher education, secondary education, further education, life long learning or any other equivalent UK qualification':
Qualifications that lead to QTS that are not PGCE.
Diploma in Teaching in the Lifelong Learning Sector (DTLLS).
Diploma in Education and Training.
HEPs considering the return of valid entry 09 'Other UK accreditation or qualification in teaching in the higher education sector' because it is believed the current list does not incorporate a UK accreditation or qualification held by a member of staff, please contact Liaison in the first instance.
Where overseas accreditation and qualifications are achieved at any level code as 10 'Overseas accreditation or qualification for any level of teaching'.
Examples of Advance HE awards include:
Associate Fellow - code 11
Fellow - code 12
Senior Fellow - code 13
Principal Fellow - code 14
An individual can only hold one of the awards accredited against codes 11, 12, 13, and 14 at a given point in time.
Please contact Advance HE via [email protected] to obtain data on individuals recognised as Fellows (codes 11, 12, 13 and 14), or a National Teaching Fellow (code 06), that are currently recorded as employed at your organisation.
Codes 15 and 16
Examples of SEDA awards:
Supporting Learning has been mapped to Descriptor 1, therefore return code 15
Learning, Teaching, and Assessing to Descriptor 2, therefore return code 16
Please note that this alignment and its recording are quite separate from the use of the UKPSF made by Advance HE to accredit programmes to award Advance HE fellowships.
City and Guilds teaching qualifications should be coded either to 09 'Other UK accreditation or qualification in teaching in the higher education sector' or to 07 'Holder of a PGCE in higher education, secondary education, further education, life long learning or any other equivalent UK qualification', where the qualification is equivalent and leads to Qualified Teacher Status (QTS).
It is important that what is returned in this field is up to date, to reflect any qualification changes while a member of staff is in their current post, and that the HEP does not rely on the information provided upon appointment.
For the purposes of this field, any Teaching English as a foreign language qualification should be returned as code 99 'No academic teaching qualification held'.
Quality rules relating to this entity are displayed here.
Element: ACTCHQUAL
Data type: ACTCHQUALCodeContentType
Change management notes Guidance has been updated to state that new members of staff should not be returned with codes 01-05 and that codes 01-05 will be phased out in upcoming staff collections.


text:
SpaceX Starlink Network
Starlink is a satellite constellation improvement project that was put in action by the American company SpaceX, which will aim to develop a low expense, effective performance satellite bus and requisite customer ground receivers to execute a new space-based internet communication system. Space also have the intentions of selling satellites that use satellite bus that may be used for scientific, exploratory or military purposes. The communication satellite network SpaceX visualized was made public on January 2015, with the projected design being able to support sufficient bandwidth which carry up to 50% if all backhaul communications traffic, and up to 10% of local internet traffic, in high-density cities. Elon Musk who is the CEO of SpaceX made a statement that there is a significant unmet demand for a low-expense global broadband capabilities.
Starlink constellation phase 1, approximately 1,600 satellites at 550 km altitude
Source: Prof Mark Handley of University College London on Youtube
The SpaceX starlink satellite development facility which was opened in Redmond was also publicly announced in January 2015 along with its partners to help develop and build out the new communications network. At the time SpaceX initially hired approximately 60 engineers for its Starlink satellite development facility and then it eventually hired potential 1,000 people over the next few years, it is well known that SpaceX has plans to deploy nearly 12,000 satellites in three orbital shells by the mid-2020s. Since its product development commenced in 2015, two prototype test-flight satellites were launched back in February 2018 and after that a second set of test satellites and also the first large deployment of a piece of constellation took place on May 24 2019 when the first 60 operational satellites were launched successfully, which led to believe that commercial operation of the constellation could start in 2020.
STARLINK SATELLITES
With all that being stated out, let's get briefer on the Starlink satellites. Elon Musk have said several times that that these satellites will be the first of at least three ages of satellites which will in the long run make up the Starlink network. It was stated that SpaceX is closer to the final satellites than the Tintin A and Tintin B technology that were launched in 2018, but however they were lacking key features will be necessary for a more suitable performance.
One of the features that these early satellites lack is the inter-vehicle laser communication links, which mean to say that each satellite will have to relay everything through ground stations. Well it simply can be stated that if a Starlink Satellites wants to send data to one of its peers, it will have to send it down to a ground station which then passes the information over the terrestrial internet to another ground station that is only within range of the recipient. This doesn't just increase latency but it tends to require a large number of ground stations located all over the globe.
In order to fix this problem, Elon Musk made a statement that later forms of the Starlink satellites will utilize laser correspondences to shape interconnected connections, making a work arrange in space. Information won't generally must be sent to the Earth and back, and rather can be steered through the satellite system. Obviously, ground stations will even now be required to eventually get information to and from the Internet itself, however far less of them will be required and their geographic area will be less basic. This innovation, which enables worldwide correspondences with next to zero ground foundation, could likewise be connected to satellite groups of stars circling the Moon or Mars; something SpaceX is in all likelihood contemplating on the long haul.
STARLINK: NEW OPPORTUNITIES FOR THE WORLD
When it comes down to what exactly will be gained from Starlink satellites, just have it in mind that it is focusing on solving two major problems with the modern internet which is the lack of pervasive and affordable connections, and a significant lag better locations that are distant. SpaceX plans to dispatch 60 near creation Starlink satellites at once with its Falcon 9 rockets. Each satellite weighs around 500 pounds (227 kilograms) and is generally the size of an office work area. They'll convey into space around 273 miles (440 kilometers) up.
Elon Musk stated that it will take around 400 satellites to set up "minor" web inclusion and 800 satellites for "moderate" or "noteworthy operational" inclusion. The quick real objective is to send almost 1,600 satellites around 273 miles (440 kilometers) high. To be able to understand the inspiration driving SpaceX's Starlink venture, you need to comprehend the present constraints of our web foundation. The web is, in its least difficult structure, a progression of associated PCs. We pay specialist co-ops for directing our information to and from a serious of devices. Elon Musk is more concerned on how things can be operated on a low cost and have a maximum performance effect, he's simply heading at revolutionizing everything we think we know about satellites and its networks.
STARLINK LAUNCH WITH 2 TEST SATELLITES
When SpaceX first made its Starlink satellites, it had stated that the first two demonstration satellites will be launched in 2016, but eventually it was then targeted to commence in 2018. SpaceX started flight testing their satellite advances in 2018 with the dispatch of two test satellites. The two indistinguishable satellites were called MicroSat-2a and MicroSat-2b during advancement yet were renamed Tintin A and Tintin B upon orbital arrangement in February 2018. Two recently produced satellites, MicroSat-1a and MicroSat-1b were intended to be propelled together as optional payloads on one of the Iridium-NEXT flights, yet they were rather utilized for ground-based tests.
Tintin A and B were embedded into a 514 km circle. Per FCC filings they were planned to raise themselves to 1125 km circle, the operational height for StarLink LEO satellites per the soonest administrative filings, however remained nearby to their unique circles. SpaceX made it known in November 2018 that they might want to work an underlying shell of around 1,600 satellites in the group of stars at around 550 km orbital height, at an elevation like the circles Tintin An and B remained in. The satellites at present circle in a roundabout low Earth circle at around 500 kilometers (310 mi) altitude in a high-tendency circle for an arranged six to year term. The satellites will speak with three proving ground stations in Washington and California for transient examinations of under ten minutes span, generally daily.
STARLINK SECOND LAUNCH WITH 60 SATELLITES
Ever since the initial launch of the first two satellites, SpaceX has worked relentlessly to see just how far they will be able to achieve with their Starlink satellites and it eventually pulled through when they made a second launch with 60 satellites on May 2019. The launching of the 60 satellites were carefully planned out which made it standard than the first two sattelites. It has a flat-panel design with multiple highthroughput antennas and a single solar array, making it have a mass of 227kg (500lb). In addition it has a hall-effect thrusters using krypton as the reaction mass, for position adjustment on orbit, altitude maintenance and deorbit.
60 Starlink satellites on top of the Falcon 9 source: SpaceX flickr
The 60 satellites launched has a star tracker navigation system which was intended for precision pointing, it has the capability of tracking on-orbit debris and to avoid any autonomous collision and along with that it has been stated to have an operational altitude of 550 km (340mi), and just so you know 95 percent of all components of its design will quickly burn in Earth's atmosphere at the end of each satellite's lifecycle.
STARLINK IS READY AFTER 6 LAUNCHES FOR THE FIRST CUSTOMERS
Starlink SpacX planned network of thousands of satellites that will be interlinked may arrive as functional global internet service provider soon that it expected, the overall goal of the project is to launch nearly 12,000 satellites into orbit around Earth, get them linked with laser beams, and give customers access to the internet system via antennas that SpaceX calls the end-user terminals. And after six launches things seems to be speeding up and they have no plans of slowing down until every goal put in place has been actualized.
MILITARY INTEREST WITH STARLINK
In all of the events of SpacX's Starlink the military has shown interest in it as well. It was said that SpaceX has been awarded a $28.7M contract to study, develop, and test possible military applications relating to its prospective Starlink internet satellites constellation. All of these points out just how well SpaceX has been able to make Starlink stand out and it has gotten the interest of the military and they also want to benefit from it as well in the near future.
private spaceflight, private spaceflight company, SpaceX
Private Suborbital Saceflight


Rule number one of winning a war is to know your enemy, and the war against house fires is no different. You may not consider fire damage mitigation much of a war, but really, it's one that you fight every day as you carefully watch the stove and clear loose paper away from your radiator. The fire damage specialists at ServiceMaster Fire and Water Clean Up stress the absolute importance of fire damage mitigation. Preventing a fire is always better than recovering from one, so know your enemy early and know it well to keep fire damage out of your Lititz, PA, home for good.
Perhaps unsurprisingly, kitchen fires are far and away the most common cause of fire damage in the average home. It makes sense because there are few other places where water, electricity, fire, and multitasking all meet in such hazardous harmony. Kitchens are statistically enemy number one when it comes to fire damage mitigation, and it's up to you, as the homeowner, to pay special attention to this part of your home when evaluating fire damage risks. Never leave cooking unattended and know how to deal with small cooking fires before they happen.
Even though kitchen fire damage is more likely by leagues, heating-related fire damage should still be on your "enemy radar" in your home. Radiators, personal heaters, and fireplaces are all moderate to high risk areas as well. Since, by nature, many of these appliances are left running for long periods of time, your safest move is to keep all of your maintenance up-to-date as much as possible. Home fire damage mitigation isn't just about blowing out candles; it's also about making sure that your home has the most up-to-date safety measures in place at all times.
Lastly, electrical fire damage falls below the other categories, but it is still a possible source of fire damage in your home, especially if you live in an older building. Since much of electrical damage can happen behind the scenes, use your best observation skills and take note of any hot smells or apparent burns near and around your outlets and electronics. The best thing you can do to prevent this type of fire damage is to report anything odd you see to the proper professionals and stay a few steps ahead whenever possible.
Fire damage mitigation can feel overwhelming for some Lititz, PA, homeowners because there are so many factors to juggle, but the fact is that vigilance is far better than regret. If you need assistance with fire damage mitigation or restoration, contact ServiceMaster Fire and Water Clean Up at (717) 299-2261 or visit their website here.


The Russell 2000, S&P 100, NASDAQ 100 and Dow Jones Industrial Average were all lower for the week. The Big Picture [monthly bias] for the NASDAQ 100, the Dow Jones Industrial Average, Russell 2000 and the S&P 100 remain positive.
1.Geopolitical and Fiscal Events. Wednesday sees the Federal Reserve out with its latest Beige Book survey. Thursday sees the ECB and BOE out with announcements. 2.Economic Releases. Releases of note this week and next include the weekly chain store sales, oil/gas numbers, mortgage applications and jobless claims as well as PPI, CPI, retail sales, industrial production and University of Michigan Sentiment. 3.Earnings Releases. Notable releases this upcoming week include CASY SONO ORCL ADBE KR PLAY.
AT&T (T) holds its investor meeting and will discuss the merger with Time Warner.
Hewlett Packard (HPQ) holds its investor meeting and investors are looking for some good news as the stock has struggled recently.
The European Central Bank (ECB) is due out at 7:45 a.m. EDT and then hosts a press conference at 8:30 a.m. EDT.
The Bank of England (BOE) is out with its latest release before markets open.
August CPI is due out at 8:30 a.m. EDT and is expected to remain at 0.20%.
A.J. Gallagher (AJG) holds its investor meeting and looks to maintain its upside price action.
UPS (UPS) holds their Transformation Conference and investors hope that shares can continue to move higher.


text:
Carry me into the sun er en film instrueret af Sort Sol efter manuskript af Performancegruppen Værst.

Handling
En garage-rock-hjemme-video. Videoen består bevidst kun af en scene og en kameraindstilling, der autonomt kører ved siden af musikken. Scenens suggestive monotoni skal henlede tilskuerens opmærksomhed på musikken. Vi har ikke set det som vores opgave at pakke nummeret ind i en visuel misk-mask for på den måde at sælge!

Referencer

Eksterne henvisninger

Danske film fra 1992

Film fra Danmark (administrationskategori)
Dokumentarfilm fra Danmark

redpajama_set_name: RedPajamaWikipedia


39 Luxe Poser Une Terrasse Composite Sur Dalle Beton is free HD wallpaper. This wallpaper was upload at October 7, 2017 upload by Maria Matthews in terrasse.
39 Luxe Poser Une Terrasse Composite Sur Dalle Beton is high definition wallpaper and size this wallpaper is 1600x1195. You can make 39 Luxe Poser Une Terrasse Composite Sur Dalle Beton For your Desktop picture, Tablet, Android or iPhone and another Smartphone device for free. To download and obtain the 39 Luxe Poser Une Terrasse Composite Sur Dalle Beton images by click the download button below to get multiple high-resversions.


(Above) Wikipedia image of platform at CTA Red Line station at State & Chicago.
16-Jan-19 – Another anonymous tip has led to the arrest of a 16-year-old juvenile, now charged with multiple felonies related to the December 29 attacks by a large group of teens at the CTA Red Line station at State & Chicago.
The unidentified male was arrested on Monday afternoon in the 6200 block of South Stony Island, near Jackson Park southeast of the Loop, and charged with two felony counts of aggravated battery and one felony count of mob action. He was in Juvenile Court on Tuesday.
The victim, a 28-year-old man, sustained broken bones and abrasions while waiting on the platform for a train, according to Chicago Police Department.
The 16-year-old is the fifth person charged so far. Three other juveniles are charged. On January 7, Michael Sardin, age 18, became the first adult charged in connection with the attacks.
Sardin (left), from the Grand Crossing neighborhood south of the Loop, turned himself in after learning he was wanted by police. He was charged with felony aggravated battery causing great bodily harm and felony mob action.
50 to 60 people were involved in the attacks that happened between 5:00 and 7:12 p.m. on December 29. There were reports of teens fighting at a nearby McDonald's, disturbances at Water Tower Place three blocks east, shoplifting, and passengers rocking a CTA train side to side.


text:
Page views of Marc Almonds by language »
In United Kingdom »
Among SINGERS In United Kingdom »
Peter Mark Sinclair "Marc" Almond, (born 9 July 1957) is an English singer-songwriter and musician. Almond first began performing and recording in the synthpop/new wave duo Soft Cell. He has also had a diverse career as a solo artist. Read more on Wikipedia
Since 2007, the English Wikipedia page of Marc Almond has received more than 1,917,320 page views. His biography is available in 21 different languages on Wikipedia (up from 20 in 2019). Marc Almond is the 1,082nd most popular singer (down from 996th in 2019), the 3,205th most popular biography from United Kingdom (down from 2,876th in 2019) and the 118th most popular British Singer.
Page views of Marc Almonds by language
Among singers, Marc Almond ranks 1,082 out of 3,541. Before him are Yvonne Elliman, Sotiria Bellou, David Sylvian, Solange Berry, Rita Ora, and RedOne. After him are Dario Campeotto, Jakob Dylan, Janet Baker, Mariza, Bob Hite, and Pumpuang Duangjan.
Sotiria Bellou
David Sylvian
Solange Berry
Dario Campeotto
Jakob Dylan
Janet Baker
Bob Hite
Pumpuang Duangjan
Among people born in 1957, Marc Almond ranks 212. Before him are Šefik Džaferović, Andrew Wakefield, Jean-Philippe Toussaint, Adri van Tiggelen, Judge Reinhold, and Cameron Crowe. After him are Jon Lovitz, Koji Suzuki, Mario Van Peebles, Robert Sapolsky, Masako Yoshida, and Mona Sahlin.
Šefik Džaferović
Andrew Wakefield
Adri van Tiggelen
Judge Reinhold
Jon Lovitz
Koji Suzuki
Mario Van Peebles
Robert Sapolsky
Masako Yoshida
Mona Sahlin
Among people born in United Kingdom, Marc Almond ranks 3,205 out of 6,924. Before him are Reginald Owen (1887), Mark Addy (1964), Janet McTeer (1961), Thomas Dekker (1572), Zara Tindall (1981), and Roy Urquhart (1901). After him are Richard Seddon (1845), Peter Tait (1831), Robert Lindsay (1890), Janet Baker (1933), Paul Kennedy (1945), and Jay Kay (1969).
Others born in United Kingdom
Reginald Owen
Mark Addy
Janet McTeer
Zara Tindall
Roy Urquhart
Richard Seddon
Peter Tait
Robert Lindsay
Jay Kay
Among SINGERS In United Kingdom
Among singers born in United Kingdom, Marc Almond ranks 118. Before him are Mick Jones (1944), Aneka (1947), Nik Kershaw (1958), Sam Smith (1992), Gwyneth Jones (1936), and David Sylvian (1958). After him are Janet Baker (1933), Gary Numan (1958), Calvin Harris (1984), Biff Byford (1951), Simon Fuller (1960), and Emma Bunton (1976).
British born Singers
Mick Jones
Biff Byford
Simon Fuller
Emma Bunton
Gloria Jones
Musical Artist
Tony Visconti
American Record Producer, Musician And Singer