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oh yeah i could'nt recognize the gun from fpv and isnt the gun gonna be in splinter cell?
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[quote:eb7a6]The LR 300 is a light, small compact and accurate rifle. It's and excellent sport rifle for fun and competition type shooting. The LR 300 SR is a LR 300 upper and lower receiver with a new type of interconnecting op-rod gas system. With the new gas system there's less recoil, keeping the rifle on sight, shot after shot. The LR 300 has a flat top receiver which accepts all weaver type mounts, electronic sights and scopes. Plus the LR 300 has iron sights, so all will witness each other. If you lose power you will not lose your sights. All other features are the same as an AR-15/M16, the trigger, charging handle, magazine button, hold open device, etc. The LR 300 will accept all AR-15/M16 magazines. The grip angle has been changed to the same angle as the 1911 Pistol Grip for better control and it's the same design and quality as the military LR 300 Select-Fire Rifle.[/quote:eb7a6] They are, as you can see, pretty much exactly the same. This game looks pretty damn good. Graphics are very slick, cant wait to check it out.[/quote:eb7a6] All that and it still dosnt explain why the ejection port, and forward assist are on the wrong side! [img]http://www1.giga.de/medien/bild/fotostory/151224fotostory.jpg[/img] Your gonna be tossing brass right in your face. And just so you know those brass deflecters dont do a whole hell of alot most of the time. Your rear sight is way to far forward to allow a proper sight picture, let alone Good stock weld. Basically the weapon looks as if its pieces of several other weapons. Good weapon skins can get rid of that though (the color differance between major components is to drastic) Anywho i'll stop whining about the small things. It looks great definatly something to keep my eye on. |
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Kind of sounds lke a futuristic FPS Resident Evil on naplam. cool:[/quote:20812] Actually sounds a lot like a russian art film from 1979, by Andrei Tarkovsky, called... "Stalker". Ecept they didn't bring any heavy artillery fire2: into the zone, as i recall... http://us.imdb.com/Details?0079944 |
yep crap story.
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ur right chaka it foes sound very similar
here's the review that i read and the story is not like the story of the game where u have chernoblyn blowing up making zombies but in the film there are no mutants. so i think the game is based on the environment for the movie but not the idea and story . |
ur right chaka it foes sound very similar
here's the review that i read and the story is not like the story of the game where u have chernoblyn blowing up making zombies but in the film there are no mutants. so i think the game is based on the environment for the movie but not the idea and story . Twenty years ago, a meteorite fell to Earth, and decimated a provincial Russian town. Villagers travelled through this curious area, now known as The Zone, and disappeared. Stories purport that there is an inner chamber within The Zone called The Room that grants one's deepest wish. Fearing the consequences from such an inscrutable resource, the army immediately secured the area with barbed wire and armed patrol. But the desperate and the suffering continue to make the treacherous journey, led by a disciplined, experienced stalker who can stealthily navigate through the constantly changing traps and pitfalls of The Zone. A successful Writer (Anatoli Solonitsyn), perhaps searching for inspiration or adventure, and a Scientist (Nikolai Grinko) searching for Truth, enlist the Stalker (Aleksandr Kaidanovsky) to guide them through The Zone. The Stalker has been trained by a renowned stalker named Porcupine, who, after an excursion with his brother into The Zone, returned alone and infinitely wealthy, only to commit suicide a week later. Soon, it is evident that reaching The Zone is not their greatest impediment, but the uncertainty over their deepest wish. As the men approach the threshold to The Room, their fear and trepidation for the materialization of their answered prayers leads to profound revelation and self-discovery. Stalker is a visually serene, highly metaphoric, and deeply haunting treatise on the essence of the soul. Episodically, Andrei Tarkovsky uses chromatic shifts to delineate between the outside world and The Zone. Thematically, as in Solaris, the transition serves as an oneiric device to separate physical reality from the subconscious. The created barriers and imposed laws of the outside world parallel the Stalker's incoherent tracking methods for reaching The Room. Note that despite the Stalker's warning not to use the same path twice, the Scientist returns to retrieve his knapsack unharmed, casting doubt on the Stalker's navigational rules. Symbolically, it is as if the subconscious is in denial of its sincerest wish, creating its own boundaries and impediments to prevent its realization. After a circuitous route, the men arrive at the antechamber to The Room, hesitant to proceed, unable to define their innermost wish: their spiritual longing. The floor is strewn with coins, hypodermic needles, weapons, and religious icons: a reflection of the mind's search for escape from its misery. In the end, The Zone's real or imagined powers proves to be inconsequential to the weary, ambivalent seekers. It was all in the journey. |
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