text:
*Emile Dragonsbane* ha scritto:
> sto
> semplicemente dicendo che, finchè non mi si forniscono argomentazioni
> mi pare PIU' CHE NATURALE rimanere della mia idea
come te la cavi con l'inglese?
leggi per bene più in basso e poi ne riparliamo :P
>>devo per questo considerarti un esperto di SH?
>
> ma cosa vuoi che mi freghi di come mi consideri eh?
beh, a me sembra decisamente importante... credi di avere la verità in
bocca e manco ti ricordi i fatti. Al di là del tuo errore, ci sono cose che
non ricordi affatto.
Ricordi Dahlia Gillespie nella chiesa e di tutta la spiegazione su Alessa?
Ricordi cosa è stato fatto ad Alessa? la sua camera, gli articoli di
giornale e tutto quello che porta alla spiegazione?
no... quindi, come puoi dire che la trama non esiste quando sei tu che non
la ricordi? è piuttosto irrilevante che io argomenti o meno, al momento tu
*non* la ricordi e stai sostenendo che non esiste!
Ti sembra una cosa normale?
Vabbè, adesso rinfrescati la memoria
--------
CONTENTS
--------
 1.  Important Concepts
 2.  Main Characters
 3   The Silent Hill Storyline
     3.1  Before the Fire
     3.2  Cheryl and Alessa
     3.3  Alessa's Revenge
     3.4  Saving Cheryl
     3.5  Nowhere and Beyond
 4.  Appendix
 5.  Frequently Asked Questions
-------------------------------------------------
SECTION 1:  CENTRAL CONCEPTS
-------------------------------------------------
Aglophaitis: Within the game, a red liquid, possibly derived from
White Claudia, and most definitely used to exorcise demons.
Astral Projection: A very rare ability, related to out-of-body
experiences, that parapsychologists believe allows a person to be
in two or more places simultaneously.  Under enough trauma, the
real person is thought to project herself into a second form that
seems real enough, except that it vanishes when the primary person
wishes it.  The few modern astral-projection cases on record seem
to be unconscious, and the two shapes are virtually never seen
together.  Other names for an "astral projection" are a fetch,
doppleganger and double.
Dissociative Identity Disorder: The psychological process through
which a person deals with a traumatic event by creating other
personas, each one with a unique set of personality traits and
imagined history, to avoid confronting the pain.  More commonly
known as multiple-personality disorder.
Flauros: The Flauros is a magical artifact, a "cage of peace" that
binds the target's spiritual powers.
Innerspace: A parapsychological term to describe a space that
seems real and yet is contained within a smaller space, like the
Tardis in Doctor Who.  The most famous kinds of innerspace are
those involving ghost stories in which demolished houses and rooms
seem to reappear for brief periods of time.
Poltergeists: Not currently believed to be ghosts at all, but
rather the unconscious telekinetic projections of emotionally
volatile people.  Poltergeist phenomena seem to accompany certain
adolescent girls, especially emotionally repressed teenagers--much
like Stephen King's Carrie, except on a vastly smaller scale.
PTV: Within the game, an illegal hallucinogenic drug made and
distributed exclusively in Silent Hill.
Regression: Under extreme psychological trauma, people often
regress to earlier and less-mature stages of development, trying
to find a form of behavior that'll allow them to cope with the
situation; an adult can even adopt infantile behavior, such as
assuming a fetal position and refusing to speak.
Samael: Within the game, Samael seems to be a demon, possibly the
demon that Silent Hill's founders worshipped.  In folklore, Samael
was a Hebrew demon, a counterpart to the Christian Satan.
White Claudia: An hallucinogenic herb found in Silent Hill that
was used by the town's founders in religious ceremonies, and used
by the modern drug dealers to make the drug PTV.
Wraith: A physical projection of a dying person, usually to
someone who is emotionally close to the dying person and usually
under grueling circumstances, such as a painful illness or
traumatic accident.  Parapsychologists believe that the mind can
project itself to other locations under extreme circumstances.
One of the most fundamental parapsychological concepts is that the
mind and the environment are intimately connected and that repressed
emotions can be manifested physically outside the self.
--------------------------------------------
SECTION 2: MAIN CHARACTERS
--------------------------------------------
Main Characters:
Harry Mason: Harry is a widowed writer who followed his adopted
daughter Cheryl into Silent Hill; he has no real connection with
the town or its secrets, apart from being a regular tourist.
Cheryl Mason: A seemingly normal 7-year-old girl, she was found
abandoned as an infant by Harry and his wife outside Silent Hill.
In reality she is an astral projection of Alessa Gillespie, a
comatose teenager whose mind was shattered by the horrible fire
that nearly killed her seven years ago.
Cybil Bennett: Cybil is a young police officer sent into Silent
Hill to investigate a mysterious phone call.  Like Harry, she is
in the town through circumstance rather than design.
Dahlia Gillespie: A reclusive old woman who lives in Silent Hill;
the mother and caretaker of Alessa Gillespie.  She's a witch and
one of the few people  in Silent Hill who still practices the old
religion of gyromancy.  The townspeople thought she went mad after
her daughter seemed to die in a fire and perhaps she did; she
concocted a plan to use her daughter's comatose condition to
create a new being, one she believed would be God.  She enlisted
the aid of the corrupt, drug-dealing Doctor Kauffman to help bring
this about.
Alessa Gillespie: The fourteen-year-old daughter of Dahlia
Gillespie and the cause of Silent Hill's destruction, Alessa has
been in a coma for the past seven years.  She was a psychically
talented child and Dahlia often used those abilities in occult
ceremonies.  When a mysterious fire nearly killed her, Alessa
projected a part of her mind into a new life, one where she became
known as Cheryl Mason.  Dahlia and the doctors of Alchemiella
Hospital kept her alive with a combination of medical technology
and magic, leaving her trapped within a comatose nightmare filled
with monsters, darkness and charred ruins.  As Alessa grew older,
her psychic abilities became stronger, and her dreams began to
leak out into the town itself, ultimately leading to its
destruction.
Doctor Michael Kauffman: Doctor Kauffman seems to have been the
hospital director at Alchemiella Hospital; at any rate, he
definitely was a leader in a local drug cartel that manufactured
and distributed a hallucinogen made from the native plant White
Claudia.  He helped Dahlia keep Alessa alive in exchange for a
promise of vague powers drawn from Alessa.  What exactly it was
that Dahlia promised is never known, but it most certainly was a
lie to gain his assistance, for he is as shocked and horrified by
the town's transformation as the rest of the characters.
Lisa Garland: A nurse at Alchemiella Hospital who attended to
Alessa Gillespie; she knew nothing of the conspiracy and was
forced to treat Alessa by Kauffman, who blackmailed her with her
addiction to the drug that he provided.  She has a quiet, gentle,
and yet haunted soul.
Samael: It's uncertain whether Samael was a real demon actually
involved in the transformation of the town or whether Dahlia
simply mentioned it as a red herring.  If Samael was real, then it
most likely was a spiritual force manifested through Alessa's
unconscious fears, a demonic will possessing her own and driving
her to cast its magical marks throughout the town so that Silent
Hill would be pulled into her dreams.
----------------------------------------------------------
SECTION 3:  THE SILENT HILL STORYLINE
----------------------------------------------------------
3.1  Before the Fire
The story begins with the founding of the small mid-western town
of Silent Hill by a cult of black magic worshippers.  They
apparently worshipped the demon Samael and used the hallucinogenic
herb called White Claudia in their ceremonies.  Aglophaitis,
believed to banish evil spirits from those who either drank or
touched it, was also used in those ceremonies.  Samael sometimes
took children as sacrifice. (1)
As the town began to grow, however, people abandoned the old ways
and began to hide the town's sordid history from the growing
number of tourists.  Soon only an old witch named Dahlia Gillespie
publicly remained of the town's occult background.  She had a 7
year-old daughter named Alessa, a child with strong psychic
abilities. (2)
Ironically, the native plant that had attracted the attention of
Silent Hill's original founders, White Claudia, had now become the
ingredient in a hallucinogenic drug marketed by local drug-
traffickers to the summer tourists.  Alchemiella Hospital's own
Dr. Michael Kauffman led this underground trade.
Dahlia eventually grew impatient with the blasphemy of the rest of
the town and decided to bring her own vision of Paradise, a vision
shaped by her occult beliefs, to life.  Alessa's abilities could
accomplish this, but not at the level of strength she possessed as
a child.  Instead, Dahlia needed to focus and refine her
daughter's abilities, until she truly possessed the power to
create her vision of God, and to bring about the world she
envisioned.  To this end, Dahlia concocted a horrible plan--to
sacrifice her daughter in a fire, to trap the young girl's psyche
within her own tortured mindscape and allow that nightmarish
existence to serve as a crucible for her powers.
Dahlia Gillespie approached the drug-dealing Kauffman with an
offer--the promise of magical power for his help in keeping Alessa
alive after the sacrifice.  With his assistance secured, she burnt
her own daughter alive in a horrible fire; the child was kept
alive with both magic and medicine in the hopes that her comatose
nightmares would increase her spiritual powers, which Dahlia could
then harness for her own plans. (3)
----------------------
3.2  Cheryl and Alessa
Unknown to the conspirators of Silent Hill, however Alessa had
been deeply traumatized by the fire and had projected a regressed
part of herself into a new form on the outskirts of the city--the
form of an infant.  This astral shape was discovered by freelance
writer Harry Mason and his wife.  After a failed search for the
infant's parents they adopted her and gave her the name Cheryl
Mason.  However, Harry's wife soon began to succumb to her long
illness. (4)
Dahlia and the doctors quickly realized that Alessa had projected
herself into another life; so long as her spirit was divided among
two lives, her powers would be weakened and she would be useless
to them.  So they used a spell to try to summon the missing
portion of Alessa's soul, to reunite Alessa's fractured mind.
Meanwhile Alessa's powers, now twisted by the pain of the fire and
her burns, were channelled by Dahlia; she used them to kill the
leaders of the town, such as the anti-drug mayor and the police
chief, by stopping their hearts. (5)
Kauffman, meanwhile, had faked Alessa's death certificate to keep
officials from asking questions, but he needed an accomplice to
care for the unconscious Alessa without revealing her existence.
To this end, he recruited Lisa Garland, a young nurse at
Alchemiella Hospital, and swore both her and the other nurses to
never reveal the existence of Alessa's hidden room, nor to even
enter that section of the hospital without his permission.
Seven long years passed since the fire and Alessa's near-death.
The unconscious child soon grew into a teenager with formidable
powers...and the nightmares that had filled half her inner life
now began to leak out into the town itself, brought to life by a
power that Alessa's shattered mind could no longer control.
The first person to be affected by Alessa's projected fear was her
attending nurse, Lisa, whose confusion and guilt over her role had
been assuaged only by her compassion for Alessa.  However, Lisa
soon began to experience horrible visions of insects and blood.
She tried to resign from the hospital, swearing her secrecy in
exchange for Kauffman's permission, but Kauffman refused to let
her leave--she knew too much about Alessa's condition and he could
hardly afford to involve anyone else in the conspiracy.
Whether Lisa had been addicted to PTV prior to her reassignment by
Kauffman, or whether he deliberately introduced her to the drug,
he was able to use his position as her provider to blackmail her
into staying.  This was, perhaps, a moot point since Lisa quickly
discovered that only PTV could give her relief from the
nightmarish visions; she needed to keep her job, not simply to
stay out of trouble, but to stop the hallucinations Alessa's
powers had unleashed. (6)
After the death of Mrs. Mason, Harry and his seven-year-old
daughter decided to visit the small resort town of Silent Hill.
It seemed the summoning spell had finally begun to work. (7)
Alessa, though, had become hopelessly enmeshed within the endless
nightmare of monsters and scorched metal wastes,  which both
enhanced her power and corrupted her thoughts.  Her increasingly
horrifying dreams began to infect more people; insanity spread
like a plague through the town until the psychic tempest began to
condense into corporeal shapes, creating such forms as winged
beasts and monstrous dogs.
Brahms, a neighboring town, received a frantic call from Silent
Hill's Police Department.  They sent Officer Cybil Bennett into
Silent Hill to investigate the mysterious phone call.
----------------------------------
3.3  Alessa's Revenge
As Harry and Cheryl near the edge of Silent Hill, they suddenly
see Alessa in the road before them; the town is being engulfed by
her delusions and, as reality and fantasy bleed together, her
dream-shape now walks the streets.  The jeep crashes into the side
of the road and Harry awakens to find Cheryl missing.  He pursues
her into a nearby alley, where she and Alessa are being drawn to
one another.  Within the alley, she returns to Alessa's psychotic
mind, and the union brings the innerspace of Alessa's nightmare to
life around Harry.  He's attacked by the monstrous parodies of the
taunting children Alessa remembers from school and falls
unconscious. (8)
Cybil, whose motorcycle had wrecked along the edge of Silent Hill,
ventures into the alley mere moments after the now-whole Alessa's
departure, and finds Harry unconscious in a seemingly normal
alley.  She brings him back to the cafe and he awakens to discover
that the townspeople seem to have completely vanished; they've
been drawn into the dark rainy underworld that Alessa's power and
fear is creating, where most of them adorn the landscape as bodies
while the few survivors stagger about the nightmarish innerspace
like half-dead puppets. (9)
Back in the desolate town, Cybil tries to leave the town for
reinforcements, and Harry begins his search for Cheryl.
Lisa Garland had discovered that PTV could stop her increasingly
disturbing visions, but even it couldn't protect her from being
pulled into the growing innerspace that Alessa's dreams had begun
to create, just like everyone else.  The nurses and doctors of
Alchemiella hospital quickly fell victim to parasitic creatures,
worm-like things that controlled their bodies like puppets in a
unique, and grotesquely symbolic, revenge; just as they had been
the unwitting puppets of the conspiracy that had victimized
Alessa, they were now reduced by her madness to literal walking
puppets.
Lisa was also infected by such a creature, but the White Claudia
in her system seemed to protect her from its effects, at least for
a time.  Knocked unconscious by its infection, she awoke to find
herself alone in the charred ruins of the hospital, surrounded by
darkness, her memories scrambled by the parasite's influence. (10)
The town of Silent Hill is now being completely distorted by the
restored psychic abilities of Alessa, so much so that its physical
properties are beginning to change.  Snow and fog engulf the town,
whole sections have collapsed into misty chasms, and day and night
follow no pattern.  There is no way out of the town anymore and
the creatures that once existed only in Alessa's childhood
imagination are now running loose through the town. (11)
The town hovers on the brink, reality straining as the world of
Alessa's nightmares threatens to break through into the physical
reality of the misty, deserted town.  Those places which were most
important to Alessa begin to collapse into the otherworld first;
the elementary school first falls into the dream-state, then the
hospital where Alessa has spent the past seven years.  Soon the
antique shop that served as a front for Dahlia's cult is changed,
then the lighthouse and amusement park.  Each of these points is
spreading and devouring the whole town, erupting into the world
from the "marks" that Alessa leaves at each one. (12)
Now that Alessa has been restored to one being, she is using her
unleashed mental powers to pull the entire town into the
otherworldly darkness of her dreams.  Whenever Harry gets too
close to Alessa or one of the six marks, the power emanating from
them shifts him into the nightmare world.  Once drawn into that
world, his only means of escape is to defeat the subjects of
Alessa's nightmares, which causes the nightmare to relent for a
time. (13)
Alessa herself is enveloped by the nightmare but it fades as she
moves away, as it did when she left the alley; the six "marks of
Samael" serve as anchors, stable points that draw everything
around them into the nightmare.  Once all the marks have been set,
it will be complete, and Silent Hill will physically shift into
the nightmare.
Within that nightmare world, Harry begins to hear and see images
of Cheryl bound somewhere, crying for help.  However, he only
makes contact with her in Alessa's psychically-projected
innerspace, never the real world.  She is, in fact, merely a
memory within Alessa's delusions, a personality struggling to
break through to Harry.  She is the part of Alessa that still
remembers her life with Harry and, confused and terrified by what
has happened to her, she tries to reach out to her father for
help, only to have the nightmare swallow her up each time.
---------------------------------
3.4  Searching for Cheryl
Harry soon meets Dahlia, who quickly deduces his identity as the
half-soul's adopted father.  She plays on his love for that child
and uses him to capture Alessa.  She does tell him the truth, that
darkness is devouring the town, that the six marks will seal it
forever, and that the Flauros will stop Alessa.  Her lies are lies
of omission: she neglects to tell Harry that she is responsible
for Alessa's condition, she does not reveal to him Cheryl's true
role in what's happening to the town, and she hides the fact that
she has a far worse scheme than Alessa's madness-driven revenge.
Of course, Dahlia herself cannot use the Flauros to capture Alessa
because Dahlia can't get close to Alessa; her daughter's
uncontrolled powers cause everything around her to shift into her
nightmare and, as the main target of her rage, Dahlia wouldn't
last a minute against the monsters of Alessa's fractured mind.
(14)
Harry also meets Lisa several times in the nightmare hospital.
She tries to help him, but she cannot leave the hospital or the
nightmare world: the parasite has made itself part of her and she
is now just as much a part of the nightmare as the other doctors
and nurses who now stagger about as murderous puppets.  When Harry
shifts from the nightmare back to the real town, she vanishes back
into the innerspace of Alessa's nightmare landscape.
As the effects of PTV slowly wear off, however, Lisa begins to
fall under the influence of the same parasites that have already
taken her undead colleagues, and gradually begins to change into
one of them. (15)
Harry races through Silent Hill, guided by Dahlia's cryptic
advice, trying to save his daughter and stop Alessa from sealing
the whole town into her nightmarish abyss.  As he reaches the
resort district, the mark nears completion, and the nightmare
world begins to physically overlap the real town.  Harry is no
longer being pulled into the parallel space of Alessa's nightmare:
the nightmare itself is now erupting and taking over the town.
At the site of the final mark, the amusement park, Harry finds
that his former ally Cybil has been possessed by one of the very
same parasitic creatures that have infected the hospital staff.
During the subsequent he learns that a red liquid he found in
Kauffman's hospital office, Aglophaitis, can dispel these
creatures and restore people to normal.  Harry and Cybil then
discuss Cheryl and he reveals that she is his adopted daughter.
---------------------------------
3.5  Nowhere and Beyond
In the final act of the game, Harry confronts Alessa at the
amusement park, the last place to be marked.  He uses the Flauros
and stops Alessa, but now Dahlia reveals her true motives; she
appears and takes Alessa with her to complete the plan she began
seven years before.  Dahlia has no concern for the town, though
and so she simply allows it, and Harry, to collapse into the
nightmare.  Spatial relationships cease to exist, buildings that
were miles apart now share rooms, and the only reference to the
town's new location is the cryptic phrase "nowhere." (16)
The town now shifts and ebbs within Alessa's own inner world.  The
only way for Harry and the others to escape back into the real
world is to put an end to the nightmare, even if it means killing
Alessa.
Having been deprived of PTV and the White Claudia that had
protected her, Lisa gradually becomes aware of the parasite, her
fractured memory, and her connection to the other doctors and
nurses.  Her fate is perhaps the most horrible of any in Silent
Hill: as Harry watches, she becomes a staggering blood-soaked
monster even as she retains her humanity, pitifully aware of what
she is becoming and begging Harry to help her.  Terrified by what
she's become, and not wishing to hurt her, Harry instead flees,
leaving Lisa to face her doom alone.
Dahlia had used Harry to find and capture Alessa, so that she can
use that power to create a new being similar to the astral
projections that had created Cheryl and that are now spawning the
monsters and dark rainy otherworlds within the town Silent Hill.
Dahlia thinks that this new astral entity will become God and that
she'll be able to control or guide this new being, and hence she
no longer has any use for Harry or Kauffman. (17)
Her plan nearly succeeds; Alessa, now fully subjugated by the
demonic entity her psychosis has spawned, transforms into a
seemingly beautiful being of light.  This being is hardly angelic,
however, as it would quickly kill Dahlia and Harry given the
change.  Alessa does become a god, but she is a god of
destruction. (18)
But Kauffman, who, like everyone else in the town, had been pulled
into "nowhere" when the town collapsed into the mark, had kept one
vial of Aglophaitis as a trump card against Dahlia.  Outraged by
what's happened to the town, he threatens her with it, demands
that she restore the town--and then uses the vial on the goddess.
Alessa is exorcised of the creature that her fear and hatred has
created, but this creature is far bigger and more powerful than
Kauffman had anticipated.  Harry fights against Alessa's embodied
psychosis and when he finally defeats the "god" that Dahlia tried
to create, he mortally wounds Alessa: the god is a part of her
dream and part her own psyche, all her fear and anger given flesh,
and their wounds are one and the same.
With Dahlia dead and her psychoses driven away, Alessa is at last
whole again, aware of both her former life as Alessa Gillespie and
her life with Harry as Cheryl Mason.  Now dying, Alessa uses her
powers of projection to restore part of herself as infant, to
survive her own death and to return to Harry the daughter he
called Cheryl. (19)
As the dream begins to collapse into fiery chaos, Alessa opens a
path out of the nightmare and gestures for Harry and Cybil to flee
the dying otherworld.  A rain of fire nearly puts an end to their
flight, but Alessa uses the last of her power to stop the fire in
mid-air; she has finally learned to control her dream, but it's
now too late for her.
Kauffman also tries to flee the nightmare world, but he is stopped
by the now-monstrous Lisa; she has more reason to hate him than
any of the others and their shared death is her final, tragic
revenge.
Harry and Cybil escape the dying dream and find themselves back in
the real world with an infant, Alessa/Cheryl's chance at a happier
life than the one that Dahlia and the rest of Silent Hill put her
through. (20)
-------------------------------------------------
SECTION 4:  APPENDIX
-------------------------------------------------
Notes and Remaining Questions
(1) Although the translation is sketchy, this seems to be what
Lisa was talking about when she said the townspeople used to think
that missing children had been "summoned by the gods."
(2)  Dahlia seems too old to be the natural mother of 14-year-old
Alessa.  The game doesn't specify whether she is Dahlia's natural
daughter, a stepdaughter, or an adopted child.  It is even
remotely possible that Alessa herself is the wraith or projection
of a still-earlier child who has long since died.
The fact that Alessa is, in fact, fourteen is almost beyond doubt-
-her bedroom contains a dress for a seven-year-old girl and she
has been in a coma for seven years. All the flashback scenes prior
to Alessa's coma show a child apparently comparable in age to
Cheryl. The book in the alternate school refers to certain teenage
girls as being predisposed toward psychic projection, a plot
element that is rendered meaningless if Alessa were any older.
Cheryl is seven, the same age that Alessa would've been when she
lost her normal life; this is not a coincidence.
(3)  Near the end of the game, there's a flashback involving
Alessa and Dahlia, in which Dahlia seems to decide to take action.
Of course, Dahlia's cryptic as ever so it's unclear as to what
exactly happens: she seems to try to convince Alessa to "share her
power," probably in a seance-like ceremony, then decides that she
doesn't need Alessa's cooperation at all.  There seems to be a
reference to another being within Alessa, perhaps the demon
Samael; Alessa is far too young to be pregnant.  It is possible
that Dahlia is referring to herself when she speaks of power being
sheltered the womb, saying, in essence, "I gave birth to you,
therefore I must be more powerful than you."
The fire presumably occurred shortly after this conversation.
(4)  Nothing is told of Harry's wife except that she was
chronically ill with an incurable disease that finally took her
life four years ago.  One could easily assume cancer or any other
chronic, fatal illness.
(5)  The evidence of this is indirect--Dahlia's in alliance with
the drug dealers, several of Silent Hill's leaders died of sudden
and inexplicable heart failure several months before Silent Hill
began to collapse, and Lisa Garland mentioned the rumors of a
curse being placed upon the town's leaders.  All the clues point
to Dahlia and she has two motives; she might have been fulfilling
a promise to the drug-dealers and she might also have sought
personal revenge on the leaders for abandoning the town's original
faith in favor of money and prestige.
(6) An assumption, but a logical one.  The opening sequence shows
Kauffman and Lisa having  a violent argument.  Kauffman was a
dealer and Lisa an addict; Kauffman was her boss.  Lisa's diary
and resignation-tape show that she wouldn't have stayed at the
hospital if she'd any choice in the matter.
Lisa's diary also indicates that she began seeing grotesque images
of blood and insects--visions of Alessa's nightmare--after she
started working with the comatose girl.  It also reveals that she
tried to use White Claudia to stop them, hence those last lines:
"Need drug...help me..."
(7) The instructions make a passing reference at one point to
Cheryl having decided where to go on their vacation.  Combined
with what Dahlia said about Alessa's soul being rejoined in the
Alchemiella Hospital flashback, this indicates that Cheryl was
unconsciously drawn back to her real hometown and identity.
(8) The alley is one of the few nightmare places where the mark of
Samael is not seen, and the only nightmare-space where the mark's
presence isn't implied.  Cheryl's reunion with Alessa would have at
least doubled Alessa's psychic resources, causing the nightmare to
flare up briefly around her.  Harry happened to be too close to the
event, which is why he was caught up in the nightmare alley as
well.  This scene also shows why the marks are necessary; without
it, the innerspace is so unstable that just a few moments after
Alessa left the alley, Cybil was able to venture into the alley
without seeing any hint of the nightmare world.
(9)  There are a few people in the town who don't seem to be
affected by the shift, and thus remained in the misty, ruined town.
Dahlia is seen in the opening running through a church.  Perhaps
she knew she would be safe in the church.  Kauffman also seems to
be unaffected by the shift.  Maybe his exposure to White Claudia
has protected him or perhaps he truly was taking a nap during the
shift, and that somehow protected him from it.  It is also possible
that Dahlia is protecting him, as part of their agreement.
Cybil hasn't been pulled into the nightmare for the same reason
that Harry isn't; they both came from outside Silent Hill and
weren't actually there when the split occured.  In the end, however,
all of them end up in Alessa's dreamworld.
(10) This might be the most controversial aspect of the theory.
However, the game establishes White Claudia as a mystical
substance used by the cult, and the drug PTV is made from White
Claudia.  It practically says that Lisa is addicted to PTV--no
other drug is mentioned--and it reveals Kauffman as one of the
manufacturers.
Kauffman also makes Aglophaitis, which exorcises demons and
protects the user from evil, and which, like White Claudia, is
then used in a ceremony.  It's not a far stretch to suggest that
it might be made from White Claudia and that, if White Claudia in
Aglophaitis dispels the parasites, PTV's diluted amount can
suppress them for a time.
(11)  This actually explains how the radio can detect the
monsters; since Alessa is creating them through her own psychic
projections, her brain activity must spike every time she
projects.  The increased brainwave activity would produce a radio
pulse--which interferes with the radio.  Since the signal's coming
from Alessa rather than the monsters themselves, the radio won't
work in the metal sewers.
Perhaps this is the reason why none of the town's technology, such
as vehicles, telephones, lights and television sets, works; a kind
of psychic EMP spawned by Cheryl's arrival has cut off the town.
Also, the monsters don't actually appear in the town until after
Cheryl and Alessa are rejoined in the alley; this strengthens the
idea that Alessa's powers, seperate from Cheryl, were only able to
create the parallel nightmare world and draw the townspeople into
that world--Cheryl's return is what gave her the power to give her
nightmares substance and merge the two realities.
(12) This is essentially what Harry tells the incredulous Cybil in
the boat and I see no reason to doubt his theory.  While Dahlia
and Cheryl's roles in the events are only revealed later, the
process itself has already been seen; it merely becomes more
intense and widespread later in the game.
The marks themselves seem to be centered on six locations, of
which we actually see four: the alternate schoolhouse, the
alternate antique shop, the lighthouse, and at Dahlia's house
in the climax.  The presence of a mark is implied at the
alternate hospital and the amusement park.  Smaller versions
of the mark adorn many of the walls in the nightmare world,
but the important marks are the ones on the floor.
Since the marks are focal points anchoring the nightmare world,
they are not visible in the normal town.
(13) Harry's periodic shifts between the normal and increasingly
deserted town and the netherworld version of Silent Hill aren't
fully explained, but it is told that the dark otherworlds are
projections of Alessa's comatose dreams.  There's a lot of
evidence to support this: many of the monsters can be traced back
to the girl's own interests, such as the moth, the lizard, and the
wolves.  The nightmare-world looks burnt as if by fire and there
are distorted sirens in the distance, probably the last thing
Alessa heard after Dahlia's sacrificial burning.
Harry usually returns to the daylight real-world after defeating a
giant boss-creature; it'd seem logical that Harry is the hero of
Alessa's inner fairy-tale and that his defeating the monsters
calms her and causes her psychically-projected nightmares to fade
away for a time, leaving him back in the real town.
(14)  Whether Dahlia truly knew that Harry would come, or she's
bluffing to gain his trust, is debatable.  It's possible that she
protected Kauffman from the town's shift in order to have him
chase after Alessa.  Harry's ignorance of the conspiracy, however,
made him much easier for Dahlia to manipulate than Kauffman.
(15)  This begins to happen even before the shift to "nowhere,"
when Lisa says that she feels cold and strange while telling Harry
about the waterworks that lead to the resort district.
(16)  One of the locations within "nowhere" is Alessa's classroom.
Her desk is sitting in the center of the room and there are words
scratched into it, reading "Thief.  Go home.  Drop dead."  They
don't seem to correspond to any puzzle: are they clues to the
story itself?  What do they mean?  Was this meant to show that the
other kids didn't like Alessa or is there a deeper meaning to the
message?
(17)  Dahlia may have been many things, but she certainly wasn't
very bright if she really thought that a demonic entity formed out
of a child's nightmares could be anything other than evil.
(18) We actually see the destructive nature of this "god" in the
final battle of the "bad" endings.  Apart from its beauty,. it is
little different in behavior or powers from the grotesque creature
in the good endings.
(19)  Dahlia makes a very cryptic reference at the beginning of
this scene; she tells Cybil that she's surprised to find that the
Talisman of Metraton is being used, but that it is no longer of
consequence.  You can't find the Talisman in the game and there's
no further mention of it.  Cybil doesn't seem to know what Dahlia
is talking about.  What is the Talisman and who's using it?
Dahlia only mentions it if you save Cybil from being possessed and
get the Good+ ending, so perhaps it's simply a reference to the
Channeling Stone, which the Good+ ending unlocks.
(20)  There are other endings to the game.  The most mysterious of
them are the two bad endings, which seem to imply that the whole
game is occurring within Harry's dying thoughts.
These seem to show what happens if Alessa is killed directly;
apparently, she isn't able to send Harry out of her nightmare as she
does in the good endings.  Although the town and Harry return to
the real world, he is dead, killed by the physical shock of being
within the dreamworld when it collapsed.
------------------------------------------------------------------
SECTION 5:  FREQUENTLY ASKED QUESTIONS
------------------------------------------------------------------
Question: Why didn't you mention Silent Hill 3?  It added a lot of
new information about Alessa!
Answer: If I'd added Silent Hill 3's info to the analysis, it
wouldn't be a "Silent Hill" guide!  Although this guide only
refers to the story elements in the first game, it is consistent
with the new information given in Silent Hill 3.  In time, I may
write a series guide incorporating all three games into a single
essay.  That guide will be the one to deal with Hope House,
Claudia, Vincent, the Seal of Metraton, and other facets unique to
Silent Hill 3.
---
Question: But what about Samael and Metraton?  You didn't explain
their history at all.
I don't think they're very important in the game, other than just
occult labels Dahlia uses to describe what's happening to the
town.  She only indirectly refers to Samael once, calling Alessa's
mark "the mark of Samael," which just seems to be her way of
saying "black magic mark."  The name "Metraton" is given an even
less significant role, in a bit of dialogue which only seems to
portend the channeling stone and UFO ending.  The most direct
explanation of the game's storyline is one that focuses on
Alessa's psyche and projective abilities, not on the occult red
herrings.
---
Question:  What's going on when Dahlia, Kauffman and the rest are
talking about putting Alessa under a spell?
Well, here's the dialogue's answer...
They say that, although Alessa's now a "charred husk," "half the
soul is lost." Without that half-soul, according to a doctor, the
"power we could draw now would be weak, almost nothing." But
Dahlia says that these are "just stalling tactics," and they
decide to "cast a magical spell" to ensure that the half-soul will
"sense this child's pain" and return to Silent Hill. But, as one
doctor says, "that will take time."
The half-soul is clearly Cheryl, as Dahlia's later dialogue
reveals, because she and Alessa are, as she said, "the same
person." Since they share the same soul, it would seem that,
during the fire seven years ago, Alessa's soul fractured and
created Cheryl, the baby Harry and his wife found.
With the unconscious Alessa's soul split apart, Dahlia's plans to
harness her power were useless, so they needed to bring Cheryl
back to Silent Hill somehow. They had no idea where she was, but
they used Alessa and a magical spell to unconsciously lure Cheryl
back, projecting Alessa's pain so that Cheryl would someday drawn
back to the town, where she would rejoin Alessa as a single being
and regain her former power.
---
Question: What was the purpose of awakening the goddess?
Dahlia has some really big plans for the world, such as "returning
us to the true paradise" where "all our sorrows will be washed
away," among many other mad ramblings. She apparently wanted to
use Alessa's powers to make her apocalyptic, fanatical visions
come true and create a god that, deep down, she knew didn't exist.
---
Question: Who is the baby Alessa hands over to Harry?
In my interpretation of the game, she's Cheryl 2.0; Cheryl was
created when Alessa's soul splintered, and Alessa, with her dying
strength, splits a part of herself once more, creating the baby.
---
Question: Why does Cybil replace Harry's wife in the opening FMV?
Just to show that the story shown in the opening sequence is now
complete.
---
Question: How do you solve the piano puzzle?
Sorry, this is just a storyline FAQ.  Check one of the other
walkthroughs for more information.
---
Question: What's up with the sirens in this game?
The sirens were probably the last thing Alessa heard, and the
transition between her life as a normal child and her "life" as a
fractured mind trapped in her own nightmares.  So now they mark
the transition between the misty, real town and the nightmare
version of the town, playing every time Harry shifts between them.
---
Question: Was there any symbolism to the dead body impaled in the
center of the room where you fought the giant lizard? Or the fact
it caught on fire right before you fought?
It's a reference to the ceremonies and sacrifices of the old
religion, and Alessa's own burning.
---
Question: Was the moth boss a reference to Phantoms, by Dean
Koontz?
Quite possibly so, since Koontz is the name of one of the streets.
Within the story, it's a reference to the butterfly collection we
see in Alessa's room at the end of the game, another hint that
the nightmare imagery is derived from her psyche.
---
Question: With Samael/Alessa - was the intent for a separate
entity/baby to be created...or was the intent for Alessa to be
transformed into Samael (as signified by the light before she gets
hit by Aglophaitis)?
If you see both the good and bad ending, this'll make more sense.
In the bad endings, Kauffman never shows up, and Alessa never gets
hit with Aglophaitis. In those battles, the demon never emerges,
and Alessa herself changes into a glowing, angelic being who
throws lightning bolts at you.
In other words, the intent seems to have been for Alessa herself
to transform into a higher being, rather than anything else to
appear. Kauffman just screwed it up with the Aglophaitis so that,
instead of Alessa wielding the powers and destructive will of
Dahlia's "god," the creature itself emerged.
---
Question: Alessa did want to do any of these things, correct?
No, Alessa seems to have been innocent. The whole dark world was a
nightmare that she couldn't escape, and she was as much a prisoner
of her own fears as anyone else.
---
Question: OK, so I believe the metal/dark SH was an illusion/
alternate reality, or whatever. Was it being manipulated to by
Alessa, or Samael?
Personally, I believe it was being manipulated by Alessa's fears
and insanity. She'd been locked in that comatose nightmare for so
long that she believed it was real; that delusion is what was
infecting the town and changing it into a living nightmare. Alessa
herself wasn't directly controlling it--her powers had basically
gone haywire and her fears were being brought to life by them,
driven by her raw emotions rather than her conscious will.
---
Question: Was the snowy SH also fake? If so, why did it exist? The
fact that you found the police car with a broken windshield and
other signs of people of disappearing makes it seem the ACTUAL
SH...
No, that was the remains of the real Silent Hill, as evidenced by
its existence in the other games.
---
Question: If Dahlia was controlling reality at the end, why did
she let you get anywhere near the house?
She wasn't controlling reality at the end, the town had totally
collapsed into the innerspace of Alessa's dreamworld. That's why
rooms led randomly about the town, and it's how Harry, Cybil,
Kauffman and Lisa all ended up at her house, which was the center
of the distortion.
Dahlia herself couldn't have been controlling reality, or she
would never have allowed Kauffman anywhere near the ceremony, nor
would she have been surprised by Cybil's presence.
---
Question: After using Aglophaitis on Cybil, my impression was that
it is designed to extract an spirit that is possessing a person.
So why was Kauffman surprised when this happened in the good
ending?
Kauffman most likely expected one of those little puppet-larva
things to pop out of her back, so that he could just step on it,
as Harry did with Cybil. He was surprised by how gigantic and
powerful the entity that emerged from Alessa actually was.
---
Question: After reading the book at the school about girl's ESP
and the note in Police station about White Claudia having
hallucinogenic properties, I thought maybe the nightmare world was
being created by a girl (or people) who were being forced to take
White Claudia and experience severe hallucinations. Is there any
evidence for this, or was it all because of Samael's power?
There's no direct evidence that Dahlia used White Claudia on
Alessa to promote her nightmares, but it's an interesting theory.
I think her nightmares can be explained by natural causes: the
fire, her occult background, and her mental isolation over the
past seven years.
---
Question: When exactly did Alessa wake up from the coma? Or did
she ever? Because if she didn't, then shouldn't the person
kneeling (at the end of the game) next to the burned figure in the
wheelchair looked like Cheryl?
She seems to have woken up at about the same time that Harry
arrived in Silent Hill; there are several shots in the opening
that show events prior to the game, such as Cybil receiving the
call and Dahlia fleeing to the church. One of those scenes shows
the scarred Alessa lifting herself out of bed.
However, the girl Harry sees running around Silent Hill seems to
be a kind of projected dream-form rather than the real Alessa-
-especially since she was walking on air according to Cybil, she's
undamaged by the collision with the jeep, and Harry only
encounters her in the nightmare-world.  She vanishes when he
returns to the real world, such as the boiler room scene.
The two figures at the end of the game are that dream-shape and
the real Alessa. Since Cheryl herself was a projection of the real
Alessa, the dream shape is essentially Cheryl, except now a true
astral projection of Alessa herself, rather than a separately
manifested personality.
---
Question: If we do suppose that the snowy Silent Hill was real,
where did all the people go?
Ever wonder where all those bodies in the nightmare came from?
Things started to fall into chaos as Alessa's psychic powers grew
stronger, resulting in a panic that led to the police calling the
town of Brahms for help. At some point, all the combined fear and
energy was enough to physically pull the townspeople into the
nightmare.
Most of them were killed quickly, their corpses strung up all over
the place, while the doctors and nurses faced a worse fate: since
they were puppets to the conspiracy in the real world, Alessa's
deluded imagination has taken revenge by making them grotesque
half-living puppets.
In other words, the townspeople vanished into the nightmare first,
and then, after Cheryl and Alessa rejoined, the nightmare began to
physically invade the town, devouring it piece by piece.
---
Question: If the monster that first filter over to reality and
also infest her nightmare are based on her fears, the pterodactyl
(dinosaurs), skinless dog (Doberman pincher/most common attack
dog), and medical personnel make sense. But wouldn't the children
and babies have been friends of acquaintances of hers? And girls
of that age usually like monkey/chimps, so the apes don't make
sense...
Well, the writing on the desk in Nowhere ("go home," "thief,"
"drop dead"), along with it being a solitary desk in the middle of
the classroom, suggests that Alessa was isolated and shunned by
the rest of her classmates--which makes sense, considering that
she's the strange daughter of a woman known to be a hermit and
witch. She was probably tormented by the other children.
As for the apes, I think Alessa's seven-year nightmare has
rewritten practically her whole life into a living hell. She had a
butterfly collection, which would suggest that she wasn't afraid
of them, but the caterpillar and moth are two bosses in the game.
Even teddy bears appear as monsters, suggesting that everything
she remembers has been tainted and corrupted by her nightmare.
---
Question: If Alessa finally reabsorbed Cheryl at the beginning of
the game, then wouldn't she have been the only person at the end
scene? Who was in the wheelchair, if Alessa was up and walking
around (since she seems to wake in the intro)?
This is where it kinda gets tricky. Alessa did awaken from her
coma, but she's too weak to go running around town, and she's
still quite lost in the nightmare.  She's almost completely
insane, and sleepwalking through a world that she still perceives
as the rusted, cage-like otherworld.
Anyway, I think the shape you see walking around Silent Hill is a
projection of the real Alessa, who's mind is still walking about
in her dreams. That projection is the same projection that used to
be Cheryl, except Alessa has regained conscious control of this
form.
So, at the end, there are two girls: the projected Alessa who used
to be Cheryl and has been running around town, and the physical
body of Alessa who, although awake, is still too weak to
physically walk. Their minds, however, are one, and the projection
is not really a separate being anymore.
---
Question: Just to clarify, you DON'T believe Harry actually died
in the alley at the beginning of the game, rather he slipped out
of the nightmare world just before, and that is how Cybil found
him?
You've got it.  I think Harry happened to be too close when Cheryl
reverted back to Alessa, which caused the alley around her to get
pulled into the nightmare. He was attacked by the mumblers until
Alessa's dream-shape walked off, which caused him to slip back out
into normal space.
Cybil most likely happened upon Harry while she was wandering
around the town, and to her it simply looked like he was wounded
and unconscious at the entrance to the now-collapsed alley, with
no hint of the nightmare-world. She brought him back to the cafe
and waited for him to wake up, hoping that he could tell her what
had happened to the rest of the town.
---
Question: Cybil and Dr. Kauffman just wandered around normal SH,
noticing the roads were blocked, people gone, telephone lines out,
and the monster Kauffman saw, but the two of the never saw the
nightmare till it actually transposed it self onto reality?
Exactly, and I think the reason they never saw the nightmare world
was because they weren't chasing after Alessa. Harry was following
Alessa's movements, thanks in large part to Dahlia's clues, and
every time he got too close to either Alessa or one of the marks,
he got pulled into the nightmare-world.
Kauffman and Cybil, on the other hand, never encountered either
the marks or Alessa, and so they never got pulled into the
nightmarish otherworld that Alessa's mind had created.
It's only when Alessa had nearly completed the marks, and the
nightmare actually began to physically pull the town into itself,
that they got pulled into it and realized that Harry wasn't crazy.
However, Alessa's powers have gotten so strong that, from the
moment she and Cheryl are rejoined, her nightmare world is
constantly "leaking" into the normal reality, which is where the
monsters are coming from. Reality itself is starting to strain
and fracture against her growing powers, hence the mist and
the random shifts between day and night...
---
Question: In the normal town, where did the Clock tower in the
school go?
I don't think it went anywhere before the mark was set. You'll
notice that it leads down into a perfectly symmetrical room, with
two ladders leading up to two clock-towers. The only difference is
that one ladder has a rusted sign over it, and there are medicine
bottles around that ladder.
I think that originally there was only one ladder and one small
storage area.  When Harry crosses the middle of the room, into the
part of the room littered with bottles, he's actually crossing
into the nightmare world, like stepping through a mirror. When he
climbs up the second ladder, he's actually climbing the first one;
except he's now in the nightmare world rather than the real world.
One definite clue toward this is the medicine bottles, which only
appear in the nightmare, and also only appear in the second half
of the room, as though the boundary between the two worlds is in
the middle of the room. Also, the sirens are heard in this room,
indicating the shift between realities.
A diagram might help visualize this explanation...
BEFORE THE MARK WAS SET...
  ------
  I     I
HHI     I
  I     I
  ------
This is looking down at the room, with the first ladder being on
the left-hand side.
The H is the ladder, the I's are the walls of the storage room.
AFTER THE MARK WAS SET...
  --------------
  I     S      I
HHI  1  S   2  IHH
  I     S      I
  --------------
This is the same view, except now with the mark and the nightmare
world in place.
The "S" is the boundary between the two worlds, with the "1" room
being the normal room, and the "2" room being its counterpart in
the nightmare world. When Harry stepped through the "center" of
the room, he actually crossed over from one to the other without
knowing it.
---
Question: The gratings/road and buildings in alternate Silent Hill
all seemed to be built on top of something else. That is, when you
look at the trees and windmills, they are rising from somewhere
below. Is there any significance to this?
There are two versions of Alternate Silent Hill. In the first,
before the marks start pulling the town into the nightmare, the
platforms are simply hovering in an endless abyss. The windmills
and other structures rise out of nowhere, and the general
impression is that the nightmare town is just a speck in the
middle of an infinite void, in its own separate reality.
Once the nightmare begins to physically change the town, in the
tourist district, it changes a little. Sometimes, in this version
of the nightmare-world, you can see fragments of road and cars
hanging beneath the steel grates, and in this version of the
nightmare, there are a few trees and normal buildings mixed into
the nightmare landscape.
At this point, the significance is that the nightmare-reality is
physically overlapped with normal reality, so that the normal
cars, roads and so on are still visible, but shattered and
replaced by the nightmare-world. As Harry said, reality is
actually turning into the nightmare world.
---
Question: How involved do you think Samael was in the whole thing?
I guess you could have a continuum of sorts, where at one extreme
Samael told the cult what to do, manipulated members, and was just
biding his time. The other end of the continuum would be where
Samael was just sitting on the couch watching TV and suddenly got
stuffed in to some girls dormant body. Where along this continuum
do you think your views/theory fall?
I'm actually torn as to whether Samael was a real presence in the
game or not; it's possible for the game to take place without
Samael at all, with the nightmare-world coming from Alessa's own
powers and mind.
In that case, Alessa's powers would simply be her own nature,
making her a gifted psychic prodigy rather than a supernatural
agent, and Dahlia's plan was to use Alessa's powers to create a
new being, rather than simply unleash or awaken an existing demon.
Remember, the only direct mention of Samael is Dahlia saying that
Alessa had cast "the mark of Samael," and that might have just
meant that Alessa is using black magic to seal the town, rather
than any direct involvement by the specific demon Samael.
However, if we assume that the literal demon named Samael is
involved in the story, and that he's the source of Alessa's
reality-warping powers, then I would say that he does have some
active influence in what's happening. Something's driving Alessa
to wander about the town, casting the marks and seal the town to
the abyss, and if it's not her own insanity, then it might be
Samael.
Samael's motives for doing so were given by Dahlia in the boat;
he's simply hungry for the sacrifices that the town had promised
when it was founded but long since abandoned, and apparently using
Alessa to drag the whole town into a world of nightmares would
even the balance.
But either way, Samael didn't exist in this world until Dahlia
used Alessa to create/restore him, so the scheme probably came
from Dahlia's own twisted mind, rather than any sort of
possession.
---
Question: If Samael is a fallen angel that is now a lesser demon,
how come a hunting rifle killed him?
One answer is that Aglophaitis manifested the demon into a
physical form and that Harry only killed that form, not Samael
itself. Presumably the demon just went back to the underworld to
sulk after losing his newly-formed body to a guy with a hunting
rifle.
However, my theory is actually very different. I think that the
creature at the end of the game was a manifestation of Alessa's
psychosis--the Aglophaitis exorcised her inner demons and caused
them to take on a separate form. You'll notice that the demon
seems to be feminine, with breasts for example, and that killing
the demon also kills Alessa, as though the two were connected.
In that theory, the beast was a projection of Alessa's rage and
insanity, and when you killed it, Alessa was cured of it. Although
dying from the wounds Harry inflicted on the beast, Alessa is now
lucid and has regained conscious control of her powers. She uses
them to project herself into the infant, just as she did with
Cheryl seven years before, and to open a gate for Harry and Cybil
to escape the nightmare, which is now collapsing because Alessa,
the source of it, is dying.
---
Question: Was there any symbolism to the giant fan in the
alternate school?
Not that I know of, just one more gruesome and mystifying image to
take in.
---
Question: Are the day and night versions of misty Silent Hill also
alternate realities, like the misty and nightmare versions?
No, the day and night versions are the same town, just in day and
night.  If you turn around and go back through the "eclipse" house
after it turns to night, you can explore the town in darkness.
Unlike the parallel reality of the nightmare, the items you picked
up, the monsters you killed, and the puzzles you solved when the
town was daylight will still be the same.
--
*Forrest*
cerchi i fonts dei giochi ps2?
http://forrest.altervista.org/fc/fc.php?fid=16


title: qual'è il miglior survival horror mai realizzato?

author: Logan

text:
Il Mon, 29 Aug 2005 13:15:52 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:14:10 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>
>>Se sei brocco e' inutile che bla bla
>
>č inutile
>potrebbe venire il creatore di mgs3 a dirgli che le telecamere fanno
>pena e ancora continuerebbe con queste uscite
>fantastico
ROTFL



author: Emile Dragonsbane

text:
On Mon, 29 Aug 2005 14:50:58 +0200, "plagez" <r...@grigio.lol> wrote:
>io lo feci ntsc rigorosamente masterizzato all'epoca :)
poi ti sei ravveduto? :p



text:
On Mon, 29 Aug 2005 15:16:03 +0200, Forrest <
alexal...@tin.it
>
wrote:
>come te la cavi con l'inglese?
abbastanza bene
>leggi per bene più in basso
non ci penso nemmeno
se vuoi trovi il tempo di scrivermi 5 righe TUE su sh, senno amen
>beh, a me sembra decisamente importante...
a me no
>Vabbè, adesso rinfrescati la memoria
vedi sopra
ps se invece riesci a procurarti un file coi dialoghi del gioco (mi
pare si chiamino gli script), quello ben venga, su gamefaq non l'ho
trovato



text:
On Mon, 29 Aug 2005 13:16:59 GMT, Logan <Log...@neoICCP.uni> wrote:
>ROTFL
e rieccolo, puntuale, nonostante le fesserie dette prima



text:
Il Mon, 29 Aug 2005 13:23:39 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:16:59 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>ROTFL
>
>e rieccolo, puntuale, nonostante le fesserie dette prima
Ma che cazzo vuoi?
Ti rendi conto che spari solo delle cazzate?
Ma tornatene da dove sei venuto, per favore.



author: hernanpietro

text:
Zerø  in data 29/08/2005 13.24 dopo averci pensato un po' ha scritto questo:
> hernanpietro <
sir...@gnorpo.it
> wrote:
>
>>Zerø  in data 29/08/2005 12.57 dopo averci pensato un po' ha scritto
>>questo:
>>
>>>hernanpietro <
sir...@gnorpo.it
> wrote:
>>>
>>>
>>>>Zerø  in data 29/08/2005 12.49 dopo averci pensato un po' ha scritto
>>>>questo:
>>>>
>>>>
>>>>>plagez <r...@grigio.lol> wrote:
>>>>>
>>>>>
>>>>>
>>>>>>Zerø, rodendo come un maiale svizzero [cit.],  ha espresso il
>>>>>>seguente concetto:
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>>>quoto
>>>>>>>
>>>>>>>ma che vuoi quotare, un monoconsolaro che dice NCUCDV pouò far
>>>>>>>solo ridere -_-
>>>>>>
>>>>>>e tu che sei?
>>>>>>
>>>>>>un monoconsolaro incosciente, visto che hai milioni di
>>>>>>piattaforme e ne vedi solo una,
>>>>>
>>>>>
>>>>>ma chi l'ha detto, se c'è da elogiare un gioco su ps2 o xbox lo
>>>>>faccio, quindi smettete co sta storia
>>>>>se consiglio il cubo è solo perchè mi dispiace che continuate a
>>>>>spendere i soldi in merda per ps2 quando con la metà prendete
>>>>>giochi migliori
>>>>
>>>>un mio conoscente si è comprato anche il cubo. ha detto che a parte
>>>>qualche gioco le ore di divertimento che passa con la ps2 sul cubo
>>>>se le sogna. quindi evidentemente su ps2 non c'è solo merda,ce n'è
>>>>di più
>>>
>>>
>>>boh, c'è gente che si diverte con matrix o i cavalieri dello zodiaco
>>>evidentemente il tuo amico non ci capisce una sega perchè se uno si
>>>compra il cubo adesso e si mette a giocare ai giochi che valgono
>>>arriverebbe tranquillamente all'uscita del nuovo zelda con metroid
>>>echoes ancora da iniziare
>>>
>>
>>chi sei tu per dire che non capisce una sega? anche lui ha più console
>>come te.
>
>
> sì ma se dice quello che hai detto o non capisce una sega, oppure ha
> comprato i giochi sbagliati
>
>
sarà...
--
Hernanpietro
Il più grande fan di Hernan Crespo dal '96


author: plagez

text:
Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
il seguente concetto:
> On Mon, 29 Aug 2005 14:52:46 +0200, "plagez" <r...@grigio.lol> wrote:
>
>> ma che cavolo di discorso.
>
> e perchč? -_-
> alla fine vedi che acchiappano sta bimba in fasce e se ne vanno: se il
> gioco non ti fa capire []
e dagliela...due cose:
1- il fatto che TU non l'abbia capito non e' sinonimo di "il gioco non
lo fa capire"
2- mi pare evidente che i tuoi ricordi sono moooolto piu' confusi dei
miei e quindi non capisco perche' ciocchi tanto.
Sarebbe come se ti venissi a dire che il tuo pisello e' di 8 cm...tu
non pubblicheresti mai la foto del tuo pisello accanto ad un righello
con tanto di notaio che certifica che il righello non e' regolamentare,
giusto?
In questo modo non argomenteresti, ergo potrei continuare ad affermare
che il tuo pisello e' di 8 cm. pur non avendone le prove.
Tu ti stai incaponendo su un argomento del quale non ricordi una fava e
sul quale non hai portato uno straccio di prova (nemmeno le tante
decantate faq).
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Cartello appeso sulla porta di casa di Fiz: "Ingresso sul retro"


text:
plagez, non sapendo che alcune entita' superiori ci monitorano di
continuo, senza prendere le opportune precauzioni ha scritto:
[]
Ah, ci tengo a sottolineare che so benissimo che in italiano si scrive
"qual č" e non quello che c'e' scritto in 'sto topic.
Se non l'ho corretto e' per pigrizia, non per ignoranza.
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio a Fiz: "Ti faccio un indovinello, se indovini mi puoi violentare
se
sbagli ti violento io. Qual č quell'animale che ha 4 zampe e fa miao?"



text:
On Mon, 29 Aug 2005 13:25:28 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>Ma che cazzo vuoi?
>Ti rendi conto che spari solo delle cazzate?
>Ma tornatene da dove sei venuto, per favore.
rilassati Loggy, pensa al fegato
e pensare che solo 5 m fa facevi tutto il "cool" affermando che "mi
salutavi perchè bla bla" ...



text:
Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
il seguente concetto:
> On Mon, 29 Aug 2005 14:50:58 +0200, "plagez" <r...@grigio.lol> wrote:
>
>
>> io lo feci ntsc rigorosamente masterizzato all'epoca :)
>
> poi ti sei ravveduto? :p
decisamente si -_-
complice una maggior disponibilita' di dindi e un minor tempo per il
cazzeggio, ovviamente.
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio e Fiz giocano a nascondino: "Se mi trovi mi puoi violentare; se



text:
Il Mon, 29 Aug 2005 15:25:45 +0200, in it.comp.console.playstation
"plagez" <r...@grigio.lol> ha scritto:
>Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
>il seguente concetto:
>
>> On Mon, 29 Aug 2005 14:52:46 +0200, "plagez" <r...@grigio.lol> wrote:
>>
>>> ma che cavolo di discorso.
>>
>> e perchč? -_-
>> alla fine vedi che acchiappano sta bimba in fasce e se ne vanno: se il
>> gioco non ti fa capire []
>
>e dagliela...due cose:
>
>1- il fatto che TU non l'abbia capito non e' sinonimo di "il gioco non
>lo fa capire"
LOL Piaggez, ma ci perdi tempo con sto lamer?
E dicevi che e' simpatico?
Di' la verita'... non hai concluso la frase... simpatico... come una
merda.
>2- mi pare evidente che i tuoi ricordi sono moooolto piu' confusi dei
>miei e quindi non capisco perche' ciocchi tanto.
Perche' e' un testa di cazzo.
Ma non vedi che dice il contrario di tutto?
Poi uno che finisce un FF senza fare le sub e' un testa di cazzo,
punto.



text:
Emile Dragonsbane, non sapendo che alcune entita' superiori ci
monitorano di continuo, senza prendere le opportune precauzioni ha
scritto:
> rilassati Loggy, pensa al fegato
>
> e pensare che solo 5 m fa facevi tutto il "cool" []
se scrivi cosi' ancora una volta ti plonko
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Fiz si faceva chiamare dagli amici 'ozono' perche' diceva "Saro' il tuo
buco".


text:
Il Mon, 29 Aug 2005 15:26:08 +0200, in it.comp.console.playstation
hernanpietro <
sir...@gnorpo.it
> ha scritto:


Minchia che quotata....



text:
Logan, impazzito per il caldo, digito' con la tastiera la seguente
perla:
> Il Mon, 29 Aug 2005 15:25:45 +0200, in it.comp.console.playstation
> "plagez" <r...@grigio.lol> ha scritto:
>
>> Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
>> il seguente concetto:
>>
>>> On Mon, 29 Aug 2005 14:52:46 +0200, "plagez" <r...@grigio.lol> wrote:
>>>
>>>> ma che cavolo di discorso.
>>>
>>> e perchč? -_-
>>> alla fine vedi che acchiappano sta bimba in fasce e se ne vanno: se il
>>> gioco non ti fa capire []
>>
>> e dagliela...due cose:
>>
>> 1- il fatto che TU non l'abbia capito non e' sinonimo di "il gioco non
>> lo fa capire"
>
> LOL Piaggez, ma ci perdi tempo con sto lamer?
> E dicevi che e' simpatico?
no, no...confermo che lo e' :)
peccato che sia cocciuto come te, stella!
> Perche' e' un testa di cazzo.
lol
sintetico ed esplicito! ^_^
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio e Fiz in cima al Duomo, innamorati.
Uno dice all'altro: "Guarda Milano!".


text:
Il Mon, 29 Aug 2005 13:28:03 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:25:28 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>>
>>Ma che cazzo vuoi?
>>Ti rendi conto che spari solo delle cazzate?
>>Ma tornatene da dove sei venuto, per favore.
>
>rilassati Loggy, pensa al fegato
>
>e pensare che solo 5 m fa facevi tutto il "cool" affermando che "mi
>salutavi perchè bla bla" ...
Eh??????



text:
On Mon, 29 Aug 2005 15:25:45 +0200, "plagez" <r...@grigio.lol> wrote:
>1- il fatto che TU non l'abbia capito non e' sinonimo di "il gioco non
>lo fa capire"
e allora spiegami in che modo, secondo te, lo farebbe capire -_-
io ricordo una fine dove prendono sta bambina e se ne "vanno via" ,
senza che venga detto "a" sulla bambina stessa
in cosa, secondo te, ricorderei male?
>2- mi pare evidente che i tuoi ricordi sono moooolto piu' confusi dei
>miei e quindi non capisco perche' ciocchi tanto.
e in base a cosa lo dici?
se è per la storia della bambina al massimo potresti dirmi che ho
cannato ad interpretare il finale, ma, ripeto, lo ricordavo benissimo
>Sarebbe come se ti venissi a dire che il tuo pisello e' di 8 cm...tu
>non pubblicheresti mai la foto del tuo pisello accanto ad un righello
>con tanto di notaio che certifica che il righello non e' regolamentare,
>giusto?
ma dai, che razza di esempio -.-''
>Tu ti stai incaponendo su un argomento del quale non ricordi una fava
falso
 >e
>sul quale non hai portato uno straccio di prova
grazie tante, che razza di prove potrei portare?
le "famose" faq le lessi anni fa, mi dovrei andare a spulciare tutte
le cazzo di faq su sh presenti in rete (oguna tra parentesi mediamente
lunga come una lippa) per riuscire a trovare quelle che cercavo, posto
che ancora ci siano? (lo dico perchè dando un occhiata a gamefaq su sh
UNO ho trovato SOLO faq che parlavano in generale di tutti e 3 i sh)
l'unica sarebbe trovare i dialoghi di sh, che da qualche parte ci
saranno pure, ma dio sa dove...



text:
Il Mon, 29 Aug 2005 15:31:14 +0200, in it.comp.console.playstation
"plagez" <r...@grigio.lol> ha scritto:
>Logan, impazzito per il caldo, digito' con la tastiera la seguente
>perla:
>
>> Il Mon, 29 Aug 2005 15:25:45 +0200, in it.comp.console.playstation
>> "plagez" <r...@grigio.lol> ha scritto:
>>
>>> Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
>>> il seguente concetto:
>>>
>>>> On Mon, 29 Aug 2005 14:52:46 +0200, "plagez" <r...@grigio.lol> wrote:
>>>>
>>>>> ma che cavolo di discorso.
>>>>
>>>> e perchč? -_-
>>>> alla fine vedi che acchiappano sta bimba in fasce e se ne vanno: se il
>>>> gioco non ti fa capire []
>>>
>>> e dagliela...due cose:
>>>
>>> 1- il fatto che TU non l'abbia capito non e' sinonimo di "il gioco non
>>> lo fa capire"
>>
>> LOL Piaggez, ma ci perdi tempo con sto lamer?
>> E dicevi che e' simpatico?
>
>no, no...confermo che lo e' :)
>
>peccato che sia cocciuto come te, stella!
Io xo' sn piu' simpa, vro?;DD
>> Perche' e' un testa di cazzo.
>
>lol
>
>sintetico ed esplicito! ^_^
Cm smpre!:DDD



text:
On Mon, 29 Aug 2005 13:29:55 GMT, Logan <Log...@neoICCP.uni> wrote:
>Di' la verita'... non hai concluso la frase... simpatico... come una
>merda.
lol
>Perche' e' un testa di cazzo.
>Ma non vedi che dice il contrario di tutto?
LOL
>Poi uno che finisce un FF senza fare le sub e' un testa di cazzo,
>punto.
BAHUAHUHAUUHAHUAHUAHUAUHAUHAUHAUAAHUHUA



text:
On Mon, 29 Aug 2005 15:28:45 +0200, "plagez" <r...@grigio.lol> wrote:
>decisamente si -_-
auhahu dai non rispondermi cosě seriamente perň, scherzavo :p



text:
Il Mon, 29 Aug 2005 13:35:59 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:29:55 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>Di' la verita'... non hai concluso la frase... simpatico... come una
>>merda.
>
>lol
>
>
>>Perche' e' un testa di cazzo.
>>Ma non vedi che dice il contrario di tutto?
>
>LOL
>
>>Poi uno che finisce un FF senza fare le sub e' un testa di cazzo,
>>punto.
>
>
>BAHUAHUHAUUHAHUAHUAHUAUHAUHAUHAUAAHUHUA
Stai male?



text:
>se scrivi cosi' ancora una volta ti plonko
a intuito direi che sia una cosa simile all' "ignore list"
c'ho preso?



text:
On Mon, 29 Aug 2005 13:37:25 GMT, Logan <Log...@neoICCP.uni> wrote:
>Stai male?
On Mon, 29 Aug 2005 13:29:55 GMT, Logan <Log...@neoICCP.uni> wrote:
>Poi uno che finisce un FF senza fare le sub e' un testa di cazzo,
>punto.
ti rigiro la domanda auhauhauhuhahua
ps rilassati, va tutto bene...



text:
Il Mon, 29 Aug 2005 13:39:25 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:37:25 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>Stai male?
>
>
>On Mon, 29 Aug 2005 13:29:55 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>Poi uno che finisce un FF senza fare le sub e' un testa di cazzo,
>>punto.
>
>ti rigiro la domanda auhauhauhuhahua
>
>ps rilassati, va tutto bene...
A me va benissimo, e' a te che va dimmerda.



text:
On Mon, 29 Aug 2005 13:40:17 GMT, Logan <Log...@neoICCP.uni> wrote:
>A me va benissimo, e' a te che va dimmerda.
"specchio riflesso gne gne gne"
stai proprio alla frutta eh, Loggy?



author: Lurker

text:
On 29-Aug-2005, Forrest <
alexal...@tin.it
> wrote:
CUT CUT
> town was daylight will still be the same.
ED ADESSO TRADUCI TUUUUUUUTTTTTTTTTOOOOOOOOOOOOO!!!!
--
Lurker
     /)/)
http://tinyurl.com/7cnox
   (  °.°)     Sorry, I DON'T speak english 8-(
 o(_('')('')     ... e nemmeno l'italiano 8-(((


text:
Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
il seguente concetto:
>> se scrivi cosi' ancora una volta ti plonko
>
> a intuito direi che sia una cosa simile all' "ignore list"
> c'ho preso?
yes
se utilizzassi mesnews (che ti consiglio vivamente in sostituzione al
free agent), avresti proprio il termine "plonka"
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio: "Sono andato in montagna a giocare con le palle di neve".
Fiz: "Chi e' neve?".


text:
On 29-Aug-2005, "plagez" <r...@grigio.lol> wrote:
> Sarebbe come se ti venissi a dire che il tuo pisello e' di 8 cm...tu
> non pubblicheresti mai la foto del tuo pisello accanto ad un righello
> con tanto di notaio che certifica che il righello non e' regolamentare,
> giusto?
se fosse Logan lo farebbe per vantasi.



text:
On Mon, 29 Aug 2005 15:42:14 +0200, "plagez" <r...@grigio.lol> wrote:
>se utilizzassi mesnews
freeware anch'esso?
ps pronto ad immergerti nel meraviglioso mondo di Gb? :p



text:
Il Mon, 29 Aug 2005 13:41:09 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:40:17 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>A me va benissimo, e' a te che va dimmerda.
>
>"specchio riflesso gne gne gne"
Oddio....
>stai proprio alla frutta eh, Loggy?
Mah



text:
Il Mon, 29 Aug 2005 15:42:14 +0200, in it.comp.console.playstation
"plagez" <r...@grigio.lol> ha scritto:
>Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
>il seguente concetto:
>
>>> se scrivi cosi' ancora una volta ti plonko
>>
>> a intuito direi che sia una cosa simile all' "ignore list"
>> c'ho preso?
>
>yes
>
>se utilizzassi mesnews (che ti consiglio vivamente in sostituzione al
>free agent), avresti proprio il termine "plonka"
Mesnews fa cacare.



text:
Il Mon, 29 Aug 2005 13:43:41 GMT, in it.comp.console.playstation
"Lurker" <
no...@none.com
> ha scritto:
>
>On 29-Aug-2005, "plagez" <r...@grigio.lol> wrote:
>
>> Sarebbe come se ti venissi a dire che il tuo pisello e' di 8 cm...tu
>> non pubblicheresti mai la foto del tuo pisello accanto ad un righello
>> con tanto di notaio che certifica che il righello non e' regolamentare,
>> giusto?
>
>se fosse Logan lo farebbe per vantasi.
Verissimo



text:
On Mon, 29 Aug 2005 13:43:58 GMT, Logan <Log...@neoICCP.uni> wrote:
>>"specchio riflesso gne gne gne"
>
>Oddio....
ossantocielo nemmeno ha capito che intendessi
alla prossima magari metto i sottotitoli, Loggy



text:
Il Mon, 29 Aug 2005 13:46:10 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:43:58 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>>>"specchio riflesso gne gne gne"
>>
>>Oddio....
>
>ossantocielo nemmeno ha capito che intendessi
>alla prossima magari metto i sottotitoli, Loggy
Sarebbe gia' qualcosa se imparassi l'italiano...



author: Forrest

text:
*Emile Dragonsbane* ha scritto:
>>come te la cavi con l'inglese?
>
> abbastanza bene
>
>>leggi per bene più in basso
>
> non ci penso nemmeno
> se vuoi trovi il tempo di scrivermi 5 righe TUE su sh, senno amen
ok, è evidente che non ti interessa e vuoi solo rompere i maroni.
Sinceramente non vedo cosa cambi, visto che oltretutto hai detto che te la
cavi bene con l'Inglese, comunque, se non interessa a te...
>>beh, a me sembra decisamente importante...
>
> a me no
come sopra... vuoi trascinare il tutto in una discussione sterile,
oltretutto lamentandoti di non avere argomentazioni da parte mia -__-
> ps se invece riesci a procurarti un file coi dialoghi del gioco (mi
> pare si chiamino gli script),
si, si chiamano script
> quello ben venga, su gamefaq non l'ho trovato
sicuro di aver guarato bene :P
http://db.gamefaqs.com/console/psx/file/silent_hill_script.txt
In ogni caso devi tenere in considerazione che molte cose della trama non
le trovi negli script, in quanto non riportano gli articoli di giornale
sparsi qua e la e altre cosette.... macchettelodicoaffare? non sembra che
la cosa ti interessi :P
--
*Forrest*


text:
Logan, ora ti attacchero' con le mie 500 BS visto che ti sei permesso
di scrivere:
> Il Mon, 29 Aug 2005 13:43:41 GMT, in it.comp.console.playstation
> "Lurker" <
no...@none.com
> ha scritto:
>
>>
>> On 29-Aug-2005, "plagez" <r...@grigio.lol> wrote:
>>
>>> Sarebbe come se ti venissi a dire che il tuo pisello e' di 8 cm...tu
>>> non pubblicheresti mai la foto del tuo pisello accanto ad un righello
>>> con tanto di notaio che certifica che il righello non e' regolamentare,
>>> giusto?
>>
>> se fosse Logan lo farebbe per vantasi.
>
> Verissimo
mi manca ancora il post di lorenzo, comunque lol!!!!!
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio e Fiz giocano a nascondino: "Se mi trovi mi puoi violentare; se



text:
On Mon, 29 Aug 2005 13:49:10 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>>ossantocielo nemmeno ha capito che intendessi
>>alla prossima magari metto i sottotitoli, Loggy
>
>Sarebbe gia' qualcosa se imparassi l'italiano...
a parte lo squallore di attaccarsi a queste puttanate, illustra un pň
quale parte della mia frase non era scritta in tale idioma...
coraggio Loggy, tifo per te



text:
Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
il seguente concetto:
> On Mon, 29 Aug 2005 15:42:14 +0200, "plagez" <r...@grigio.lol> wrote:
>
>
>> se utilizzassi mesnews
>
> freeware anch'esso?
yes
http://www.mesnews.net/index-gb.php
e' pure in italiano
> ps pronto ad immergerti nel meraviglioso mondo di Gb? :p
non ancora...per ora continuo ad affogare in quello di ogame
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio a Fiz al mare:
"Andiamo a farci il bagnino?"


text:
Logan, ora ti attacchero' con le mie 500 BS visto che ti sei permesso
di scrivere:
>> se utilizzassi mesnews (che ti consiglio vivamente in sostituzione al
>> free agent), avresti proprio il termine "plonka"
>
> Mesnews fa cacare.
vattene
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
A Firenze Fiz entra da un fruttivendolo esclamando: "Fruttivendolo 'un
caco!". E il fruttivendolo: "M'importa 'na sega!"


text:
Emile Dragonsbane, impazzito per il caldo, digito' con la tastiera la
seguente perla:
> l'unica sarebbe trovare i dialoghi di sh, che da qualche parte ci
> saranno pure, ma dio sa dove...
te li ha postati forrest
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Quando Sergio andava a scuola, i suoi compagni lo prendevano sempre in
giro gridandogli "Ricchio' Ricchio'..." Lui pero' non riusciva mai a
prenderli, perche' la gonna era troppo stretta.


text:
On Mon, 29 Aug 2005 15:50:27 +0200, Forrest <
alexal...@tin.it
>
wrote:
>Sinceramente non vedo cosa cambi, visto che oltretutto hai detto che te la
>cavi bene con l'Inglese
ebbè in effetti cosa vuoi che cambi tra un riassunto di 5 righe in
italiano e un malloppo lungo mezza divina commedia in inglese
>
http://db.gamefaqs.com/console/psx/file/silent_hill_script.txt
ty
>In ogni caso devi tenere in considerazione che molte cose della trama non
>le trovi negli script, in quanto non riportano gli articoli di giornale
>sparsi qua e la e altre cosette....
quindi gran parte della trama sarebbe capibile attraverso questi
"articoli e altre cosette" ?
hai idea di dove si possano trovare?
>non sembra che
>la cosa ti interessi
ti sembra male, gli script te li ho chiesti io...



text:
Il Mon, 29 Aug 2005 13:51:15 GMT, in it.comp.console.playstation
emil...@libero.it
 (Emile Dragonsbane) ha scritto:
>On Mon, 29 Aug 2005 13:49:10 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>>
>>>ossantocielo nemmeno ha capito che intendessi
>>>alla prossima magari metto i sottotitoli, Loggy
>>
>>Sarebbe gia' qualcosa se imparassi l'italiano...
>
>a parte lo squallore di attaccarsi a queste puttanate, illustra un pň
>quale parte della mia frase non era scritta in tale idioma...
>
>coraggio Loggy, tifo per te
Se non lo sai, ogni tanto si dovrebbe usare una qualche virgola, un
qualche punto... Cosi' almeno le tue fregnacce si capiscono meglio.



text:
Il Mon, 29 Aug 2005 15:51:53 +0200, in it.comp.console.playstation
"plagez" <r...@grigio.lol> ha scritto:
>Logan, ora ti attacchero' con le mie 500 BS visto che ti sei permesso
>di scrivere:
>
>>> se utilizzassi mesnews (che ti consiglio vivamente in sostituzione al
>>> free agent), avresti proprio il termine "plonka"
>>
>> Mesnews fa cacare.
>
>vattene
LOL



text:
*Logan* ha scritto:
> Mesnews fa cacare.
ROTFL
deve essere vero, soprattutto se detto da uno che usa un newsreader
monoserver e che preferisce usare IE al posto di FF... ;-D
--
*Forrest*
Scarica le ICCP-Emoticons, consulta la localizzazione dei giochi
e partecipa ai sondaggi su
http://forrest.altervista.org/


text:
*Emile Dragonsbane* ha scritto:
> ebbè in effetti cosa vuoi che cambi tra un riassunto di 5 righe in
> italiano e un malloppo lungo mezza divina commedia in inglese
non male per un gioco senza trama, eh! :P
>>In ogni caso devi tenere in considerazione che molte cose della trama non
>>le trovi negli script, in quanto non riportano gli articoli di giornale
>>sparsi qua e la e altre cosette....
>
> quindi gran parte della trama sarebbe capibile attraverso questi
> "articoli e altre cosette" ?
> hai idea di dove si possano trovare?
nel gioco ;-)
sinceramente no, per questo ti postai le faq...
--
*Forrest*
Vuoi sapere la lingua del gioco che stai per acquistare?
http://forrest.altervista.org/fc/fc.php?fid=03


text:
On Mon, 29 Aug 2005 15:50:27 +0200, Forrest <
alexal...@tin.it
>
wrote:
>cut
dimenticavo: già che ci sei puoi dirmi in quali punti si troverebbero
i dialoghi più illuminanti?
giusto per poter cercare più agevolmente



text:
Il Mon, 29 Aug 2005 15:55:53 +0200, in it.comp.console.playstation
Forrest <
alexal...@tin.it
> ha scritto:
>*Logan* ha scritto:
>
>> Mesnews fa cacare.
>
>ROTFL
>deve essere vero, soprattutto se detto da uno che usa un newsreader
>monoserver e che preferisce usare IE al posto di FF... ;-D
FF e' nammerda, dai....
E Agent sara' anche monoserver ( ma e' piu' probabile che sia io a non
sapere come mettere piu' server... ) ma come funzioni e' cento volte
meglio di MN.



text:
On Mon, 29 Aug 2005 13:55:28 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>Se non lo sai, ogni tanto si dovrebbe usare una qualche virgola, un
>qualche punto...
e sei stato ancora gentile
non hai fatto notare come cominci le frasi senza la maiuscola
rotfl



text:
*Emile Dragonsbane* ha scritto:
> dimenticavo: già che ci sei puoi dirmi in quali punti si troverebbero
> i dialoghi più illuminanti?
Già che ci sono prendo la macchina e vengo da te a spiegartelo di persona,
magari ti traduco faq e script e, se necessario, ti faccio qualche
disegnino esplicativo ;-)
Se vuoi ti porto anche un pezzo della mia torta di compleanno (guarda che è
bona, eh!) e un po' di spumante :-D
Comunque adesso non potrei comunque, sono al lavoro e faccio già fatica a
seguire questo 3ad ;-)
--
*Forrest*


text:
On Mon, 29 Aug 2005 16:01:46 +0200, Forrest <
alexal...@tin.it
>
wrote:
>Già che ci sono prendo la macchina e vengo da te a spiegartelo di persona,
dal mio punto di vista dialoghi illuminanti non ce ne sono
dal tuo si
ok
ho in mano gli script, ma cmq il file è bello lungo: non mi pare
chiedere troppo domandandoti dove secondo te dovrei trovare le cose
più interessanti in modo da non dovermelo sorbire tutto, no?
ho trovato un dialogo in una chiesa, che se non erro avevi citato,
eccolo:
HARRY
Were you ringing that bell?
				WOMAN
		I've been expecting you. It was for
		told by Gyromancy.
				HARRY
		What are you talking about?
				WOMAN
		I knew you'd come. You want the girl,
		right?
				HARRY
		The girl!? You're talking about
		Cheryl!?
				WOMAN
		I see everything.
				HARRY
		You know something? Tell me!
				WOMAN
		Stay back! Nothing's to be gained
		from floundering about at random.
		You must follow the path. The path of
		the Hermit can seal by Flauros.
				HARRY
		What!? What are you talking about?
				WOMAN
		Here, The Flauros, A cage of piece.
		It can break through the walls of
		darkness and counteract the wrath of
		the underworld. These will help you.
		Make haste to the hospital before
		it's too late.
The strange woman then heads towards the door to the left.
				HARRY
		Wait! Don't go yet.
ad esempio io qua non ci vedo NULLA di illuminante per capire i
retroscena di sh



text:
Emile Dragonsbane, impazzito per il caldo, digito' con la tastiera la
seguente perla:
> On Mon, 29 Aug 2005 13:55:28 GMT, Logan <Log...@neoICCP.uni> wrote:
>
>
>>
>> Se non lo sai, ogni tanto si dovrebbe usare una qualche virgola, un
>> qualche punto...
>
> e sei stato ancora gentile
> non hai fatto notare come cominci le frasi senza la maiuscola
Beh, tra l'altro non si iniziano le frasi con la "e" -_-
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio e Fiz all'ipermercato.
Sergio : Ci prendiamo un cartone di Tavernello e andiamo a ciucciarcelo
al parco?
Fiz : OK. Ma il vino lo beviamo prima o dopo?


text:
Logan, impazzito per il caldo, digito' con la tastiera la seguente
perla:
> Il Mon, 29 Aug 2005 15:55:53 +0200, in it.comp.console.playstation
> Forrest <
alexal...@tin.it
> ha scritto:
>
>> *Logan* ha scritto:
>>
>>> Mesnews fa cacare.
>>
>> ROTFL
>> deve essere vero, soprattutto se detto da uno che usa un newsreader
>> monoserver e che preferisce usare IE al posto di FF... ;-D
>
>
> FF e' nammerda, dai....
plonk
> E Agent sara' anche monoserver ( ma e' piu' probabile che sia io a non
> sapere come mettere piu' server... ) ma come funzioni e' cento volte
> meglio di MN.
fammi degli esempi



text:
*Logan* ha scritto:
> FF e' nammerda, dai....
no, per niente!
> E Agent sara' anche monoserver ( ma e' piu' probabile che sia io a non
> sapere come mettere piu' server... )
lo avevo scaricato anche io e non avevo trovato il modo di farlo...
> ma come funzioni e' cento volte meglio di MN.
IMHO no... MN è apparentemente un softwarino semplice semplice, ma non lo
è, anzi!
Io non lo utilizzo solo perché sono abituato a dialog che ha un sacchissimo
di cose, se non lo avessi provato prima, adesso avrei sicuramente MN sul
mio pc ;-)
--
*Forrest*


text:
On Mon, 29 Aug 2005 16:01:46 +0200, Forrest <
alexal...@tin.it
>
wrote:
>Già che ci sono ecc
eccone un altro, preso da una scena che dovrebbe essere molto
"significativa"
e, anche qui, secondo me si sprecano un sacco di parole per non dire
sostanzialmente nulla (ovviamente, in mancanza di indicazioni, sto
pescando più o meno a caso, provando a beccare i punti del gioco più
"topici" )
Harry steps into the area.
				HARRY
		Dahlia!
				DAHLIA
		Well, well, well. To think you'd make
		it this far.
				HARRY
		Where's Cheryl!? What have you done
		to her!?
				DAHLIA
		What are you talking about? You've
		seen her many times. Restored to her
		former self.
				HARRY
		I'm in no mood for jokes
				DAHLIA
		Can't you see? She's right there.
Dahlia points to the monster in the wheelchair.
				HARRY
		That's absurd.
				DAHLIA
		You are the only one who thinks so.
				HARRY
		Why? Why are you doing this?
				DAHLIA
		It's been a long seven years. ...For
		the 7 years since that terrible day,
		... Alessa has been kept alive, ...
		sufferring a fate worse than death.
		Alessa has been trapped in an endless
		nightmare from which she never awakens.
		He has been nurtured by that
		nightmare. Waiting for the day to be
		born. That day has finally come.
		The time is neigh. Everyone will be
		released, from pain and sufferring.
		Our salvation is at hand. This is the
		day of reckoning. When all our
		sorrows will be washed away. When we
		return to the true paradise!
		My daughter will be the mother of God!



text:
*Emile Dragonsbane* ha scritto:
> dal mio punto di vista dialoghi illuminanti non ce ne sono
> dal tuo si
ok... ma come già ti dissi, spesso si trovavano articoli di giornale o
altre cose altrettanto importanti per la trama. Se unisci questi ai
dialoghi viene fuori tutto ;-)
> ok
> ho in mano gli script, ma cmq il file è bello lungo: non mi pare
> chiedere troppo domandandoti dove secondo te dovrei trovare le cose
> più interessanti in modo da non dovermelo sorbire tutto, no?
dovrei leggerlo quasi tutto anche io, guarda che 6 anni sono passati anche
per me ;-)
> ho trovato un dialogo in una chiesa, che se non erro avevi citato,
non è questo che ricordo io...
--
*Forrest*


text:
On Mon, 29 Aug 2005 15:51:34 +0200, "plagez" <r...@grigio.lol> wrote:
>non ancora...per ora continuo ad affogare in quello di ogame
sei poi riuscito a smazzare il mio account?



text:
Emile Dragonsbane, rodendo come un maiale svizzero [cit.],  ha espresso
il seguente concetto:
> On Mon, 29 Aug 2005 15:51:34 +0200, "plagez" <r...@grigio.lol> wrote:
>
>
>> non ancora...per ora continuo ad affogare in quello di ogame
>
> sei poi riuscito a smazzare il mio account?
teoricamente si, ma per ora deve restare un segreto tra noi due e tutti
gli iccper che ci stanno leggendo! :P
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio e Fiz si incontrano. "Ciao caro. Uh, ma che caldo che fa,
andiamo a succhiarci un gelato?". "Ehi, buona idea!". E si avviarono
felici all'obitorio.


text:
On Mon, 29 Aug 2005 16:13:10 +0200, Forrest <
alexal...@tin.it
>
wrote:
>ok... ma come già ti dissi, spesso si trovavano articoli di giornale o
>altre cose altrettanto importanti per la trama.
allora siamo ad un'impasse, se sti articoli non sono trovabili (strano
cmq, di solito in questi casi, per completezza ste cose vengono sempre
inserite)
>non è questo che ricordo io...
guarda, posso averlo mancato ma, cercando con il "trova" , ho beccato
solo UN dialogo avvenuto in una chiesa, ed era quello



text:
Logan  in data 29/08/2005 15.30 dopo averci pensato un po' ha scritto
questo:
> Minchia che quotata....
>
>
>
anche quella di luha di prima non č che fosse poi 'sto granchč! :)
--
Hernanpietro
Il piů grande fan di Hernan Crespo dal '96


author: Cry

text:
"plagez" <r...@grigio.lol> ha scritto nel messaggio
news:mn.ebd07d58b...@grigio.lol...
> teoricamente si, ma per ora deve restare un segreto tra noi due e tutti
> gli iccper che ci stanno leggendo! :P
Spiega spiaggez, spiega


text:
Cry, rodendo come un maiale svizzero [cit.],  ha espresso il seguente
concetto:
> "plagez" <r...@grigio.lol> ha scritto nel messaggio

nel senso che non e' un segreto ;)
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio: "Sono andato in montagna a giocare con le palle di neve".



text:
"plagez" <r...@grigio.lol> ha scritto nel messaggio
news:mn.eccd7d58c...@grigio.lol...
>>> teoricamente si, ma per ora deve restare un segreto tra noi due e tutti
>>> gli iccper che ci stanno leggendo! :P
>>
>> Spiega spiaggez, spiega
>
> nel senso che non e' un segreto ;)
non quello


text:
Il Mon, 29 Aug 2005 20:19:44 +0200, in it.comp.console.playstation
hernanpietro <
sir...@gnorpo.it
> ha scritto:
>Logan  in data 29/08/2005 15.30 dopo averci pensato un po' ha scritto
>questo:
>
>> Minchia che quotata....
>>
>>
>>
>
>anche quella di luha di prima non č che fosse poi 'sto granchč! :)
Cuoco! :)



text:
Cry, rodendo come un maiale svizzero [cit.],  ha espresso il seguente
concetto:
>>>> teoricamente si, ma per ora deve restare un segreto tra noi due e tutti
>>>> gli iccper che ci stanno leggendo! :P
>>>
>>> Spiega spiaggez, spiega
>>
>> nel senso che non e' un segreto ;)
>
> non quello
che cosa allora?
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio e Fiz in cima al Duomo, innamorati.
Uno dice all'altro: "Guarda Milano!".


text:
"plagez" <r...@grigio.lol> ha scritto nel messaggio
news:mn.ecd37d581...@grigio.lol...
> che cosa allora?



text:
Cry, chiaramente ghei, ha scritto:

ah, non potevi capire.
ti ricordi che avevo postato la cosa dove sai?
la mia intenzione era di dare l'account a pan o a peder che erano un
po' piu' indietro di noi...solo che nel frattempo il buon emile ha
cancellato l'account -_-
il discorso era ironico, ovviamente.
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Come si toglie il profilattico Sergio?
Con una scoreggia...


author: Zerų

text:
Cry <b...@beh.beh> wrote:
> "steve" <st...@nospam.tinit> ha scritto nel messaggio news:8koQe.35014
>
> Mi fate un riassunto del flammino?
ma che flammino, tre coglioni a parlare della trama inesistente di un gioo
di merda
mark as read e vivi felice


text:
hernanpietro <
sir...@gnorpo.it
> wrote:
>> sì ma se dice quello che hai detto o non capisce una sega, oppure ha
>> comprato i giochi sbagliati
>>
>>
>
> sarà...
tu non gliei consigli i giochi giusti???????????????????


text:

io veramente su GC ne conosco pochi. ti ho sempre detto che lo comprerei
per giocare a Zelda, animal crossing e metroid. di altri non ne conosco.
e ha già detto che oltre a zelda e metroid non ce ne sono. io non
essendo informato non so cosa consigliargli (tra l'altro è amico di un
mio amico). comunque luha, evidentemente io e te abbiamo gusti diversi.
io mi diverto con i giochi che tu consideri merda, mentre i cosiddetti
capolavori non mi esaltano più di tanto (ico e viewtiful joe su tutti)
--
Hernanpietro
Il più grande fan di Hernan Crespo dal '96


text:
hernanpietro <
sir...@gnorpo.it
> wrote:
> Zerø  in data 29/08/2005 23.48 dopo averci pensato un po' ha scritto
> questo:
>> hernanpietro <
sir...@gnorpo.it
> wrote:
>>
>>
>>
>>>> sì ma se dice quello che hai detto o non capisce una sega, oppure
>>>> ha comprato i giochi sbagliati
>>>>
>>>>
>>>
>>> sarà...
>>
>>
>> tu non gliei consigli i giochi giusti???????????????????
>>
>>
>
> io veramente su GC ne conosco pochi. ti ho sempre detto che lo
> comprerei per giocare a Zelda, animal crossing e metroid. di altri
> non ne conosco. e ha già detto che oltre a zelda e metroid non ce ne sono.
> io non
> essendo informato non so cosa consigliargli (tra l'altro è amico di un
> mio amico).
digli di comprare zelda!!
> comunque luha, evidentemente io e te abbiamo gusti
> diversi. io mi diverto con i giochi che tu consideri merda, mentre i
> cosiddetti
> capolavori non mi esaltano più di tanto (ico e viewtiful joe su tutti)
ico e vj capolavori?????????????????????
ahaha


text:
Zerø, non sapendo che alcune entita' superiori ci monitorano di
continuo, senza prendere le opportune precauzioni ha scritto:
> Cry <b...@beh.beh> wrote:
>> "steve" <st...@nospam.tinit> ha scritto nel messaggio news:8koQe.35014
>>
>> Mi fate un riassunto del flammino?
>
> ma che flammino, tre coglioni []
no, no...quattro coglioni; oltre a te, emile e forrest c'ero pure io
-_-
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
Sergio sta per entrare in una stanza dove non si vede un cazzo, ed
esclama: "Io qui non ci entro!".


text:
Zerø  in data 30/08/2005 0.22 dopo averci pensato un po' ha scritto questo:
> hernanpietro <
sir...@gnorpo.it
> wrote:
>
>>Zerø  in data 29/08/2005 23.48 dopo averci pensato un po' ha scritto
>>questo:
>>
>>>hernanpietro <
sir...@gnorpo.it
> wrote:
>>>
>>>
>>>
>>>
>>>>>sì ma se dice quello che hai detto o non capisce una sega, oppure
>>>>>ha comprato i giochi sbagliati
>>>>>
>>>>>
>>>>
>>>>sarà...
>>>
>>>
>>>tu non gliei consigli i giochi giusti???????????????????
>>>
>>>
>>
>>io veramente su GC ne conosco pochi. ti ho sempre detto che lo
>>comprerei per giocare a Zelda, animal crossing e metroid. di altri
>>non ne conosco. e ha già detto che oltre a zelda e metroid non ce ne sono.
>>io non
>>essendo informato non so cosa consigliargli (tra l'altro è amico di un
>>mio amico).
>
>
> digli di comprare zelda!!
già fatto. ha detto che infatti è l'unico bel gioco insieme a metroid
>
>
>>comunque luha, evidentemente io e te abbiamo gusti
>>diversi. io mi diverto con i giochi che tu consideri merda, mentre i
>>cosiddetti
>>capolavori non mi esaltano più di tanto (ico e viewtiful joe su tutti)
>
>
> ico e vj capolavori?????????????????????
> ahaha
mah leggendo in giro pare di sì. non per me ovviamente, non sono il mio
genere di gioco.
mi spieghi quali sono per te i capolavori scusa?



text:
hernanpietro <
sir...@gnorpo.it
> wrote:
>>> io veramente su GC ne conosco pochi. ti ho sempre detto che lo
>>> comprerei per giocare a Zelda, animal crossing e metroid. di altri
>>> non ne conosco. e ha già detto che oltre a zelda e metroid non ce
>>> ne sono. io non
>>> essendo informato non so cosa consigliargli (tra l'altro è amico di
>>> un mio amico).
>>
>>
>> digli di comprare zelda!!
>
> già fatto. ha detto che infatti è l'unico bel gioco insieme a metroid
e paper mario?? mario sunshine??? pikmin?? luigi's mansion??? baiten
kados?????????? resident evil 4????????
>
>>
>>
>>> comunque luha, evidentemente io e te abbiamo gusti
>>> diversi. io mi diverto con i giochi che tu consideri merda, mentre i
>>> cosiddetti
>>> capolavori non mi esaltano più di tanto (ico e viewtiful joe su
>>> tutti)
>>
>>
>> ico e vj capolavori?????????????????????
>> ahaha
>
> mah leggendo in giro pare di sì. non per me ovviamente, non sono il
> mio genere di gioco.
> mi spieghi quali sono per te i capolavori scusa?
su ps2?
ffx, gow, mgs2, poi boh..


text:
Zerø  in data 30/08/2005 12.12 dopo averci pensato un po' ha scritto questo:
> hernanpietro <
sir...@gnorpo.it
> wrote:
>
>
>
>>>>io veramente su GC ne conosco pochi. ti ho sempre detto che lo
>>>>comprerei per giocare a Zelda, animal crossing e metroid. di altri
>>>>non ne conosco. e ha già detto che oltre a zelda e metroid non ce
>>>>ne sono. io non
>>>>essendo informato non so cosa consigliargli (tra l'altro è amico di
>>>>un mio amico).
>>>
>>>
>>>digli di comprare zelda!!
>>
>>già fatto. ha detto che infatti è l'unico bel gioco insieme a metroid
>
>
> e paper mario?? mario sunshine??? pikmin?? luigi's mansion??? baiten
> kados?????????? resident evil 4????????
>
ne hai dovuti citare 3 appartenenti al mondo di mario. se permetti a me
di giocare con mario non mi va. gli altri non li conosco se non RE4 che
comunque uscirà su ps2.
comunque non metto in discussione il fatto che siano bei giochi.
>
>>>
>>>>comunque luha, evidentemente io e te abbiamo gusti
>>>>diversi. io mi diverto con i giochi che tu consideri merda, mentre i
>>>>cosiddetti
>>>>capolavori non mi esaltano più di tanto (ico e viewtiful joe su
>>>>tutti)
>>>
>>>
>>>ico e vj capolavori?????????????????????
>>>ahaha
>>
>>mah leggendo in giro pare di sì. non per me ovviamente, non sono il
>>mio genere di gioco.
>>mi spieghi quali sono per te i capolavori scusa?
>
>
> su ps2?
> ffx, gow, mgs2, poi boh..
>
>
mgs3,GT4,Kingdom Hearts...
il futuro FFXII che non credo deluderà
ma poi ci sono altri tipi di gioco che a me divertono. per esempio la
saga di onimusha mi è piaciuta molto. niente di particolarmente
innovativo ma mi sono divertito. e soprattutto mi sono rilassato
giocandoci,cosa che per me deve fare un videogioco



text:
On 30-Aug-2005, hernanpietro <
sir...@gnorpo.it
> wrote:
> mgs3,GT4,Kingdom Hearts...
> il futuro FFXII che non credo deluderà
hai dimenticato FFXI  (LOL)
--
Lurker
     /)/)
http://tinyurl.com/7cnox
   (  °.°)     Sorry, I DON'T speak english 8-(
 o(_('')('')     ... e nemmeno l'italiano 8-(((


text:
On Tue, 30 Aug 2005 15:24:49 +0200, hernanpietro <
sir...@gnorpo.it
>
wrote:
>il futuro FFXII che non credo deluderà
molto indicativa questa frase
fa capire come certi giochi diventino capolavori ancora prima della
loro effettiva uscita



text:
Emile Dragonsbane, ora ti attacchero' con le mie 500 BS visto che ti
sei permesso di scrivere:
> On Tue, 30 Aug 2005 15:24:49 +0200, hernanpietro <
sir...@gnorpo.it
>
> wrote:
>
>
>> il futuro FFXII che non credo deluderà
>
> molto indicativa questa frase
> fa capire come certi giochi diventino capolavori ancora prima della
> loro effettiva uscita
beh, c'e' da dire che i ff di solito sono giochi di ottimo livello, da
comprare praticamente a scatola chiusa.
un po' come gli album dei soad
--
# Plagez # - Skype: plagez
Alleanza NeoICCP Universo 1
A Firenze Fiz entra da un fruttivendolo esclamando: "Fruttivendolo 'un
caco!". E il fruttivendolo: "M'importa 'na sega!"