Indiana Pacers Trade Punches w/ Crowd


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The fans acted like complete morons.. You all know they did. That guy in the blue hat throwing the beer... complete morons. Ridiculous.

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one fan that threw the beer, he was a moron yea... the reason the other people started throwing **** was because of how pacers came out throwing punches at whoever they saw. if artest could've kept his cool none of that would've happened, I'm not saying the fan was right to throw the beer. On the other hand artest shouldnt have fouled wallace so hard when they're up by 15 and 40 seconds to go

the pistons are the bad boys, but the pacers are the ones who are known for being little punks. i already hated artest, but that foul with 45 seconds to go was completely unnecessary. if artest was a better man, he woulda just let him make the shot, and this whole thing would've never happened.

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after watching the it on sportscenter, both fans and players should be blamed for this. fans for throwing drinks, food, chairs, and other stuf. players for going into the stands.

this does change the old saying, "I went to a fight and a basketball game broke out"

i dunno, in my opinion, the players should never go into the stands, never, no matter what, so i feel more blame should be placed on the players. i'm not condoning what the fans did, but honestly, fans throw stuff in lots of games. it's gonna be interesting to see the fallout. who's ready for christmas day? :p

I just watched this on Sportscenter. I think that they fans should be held responsible. Just because fans through stuff at all these games is irrelevant. It isn't allowed at the stadiums but they don't enforce so fans get away with. I don't think that the players should have to put up with getting drenched with beer everytime they go through the tunnel. I would be ****ed as well. I don't think what they did was right either but I think it falls on the fans to not act like @$$holes.

I see, them large windows that they use in hockey, to keep the puck out of the stands, may be used in the nba. At least in Detroit it should be. Hopefully them fans didn't ruin it for others. I'm concerned that "NO FANS ALOUD" within 3-5 rows by the players.

I just watched this on Sportscenter. I think that they fans should be held responsible. Just because fans through stuff at all these games is irrelevant. It isn't allowed at the stadiums but they don't enforce so fans get away with. I don't think that the players should have to put up with getting drenched with beer everytime they go through the tunnel. I would be ****ed as well. I don't think what they did was right either but I think it falls on the fans to not act like @$$holes.

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I agree. I think Artest will get 15+ games and for the two idiots that ran onto the court and got pummeled by Artest and O'neill, they got what they deserved.

the pistons are the bad boys, but the pacers are the ones who are known for being little punks.  i already hated artest, but that foul with 45 seconds to go was completely unnecessary.  if artest was a better man, he woulda just let him make the shot, and this whole thing would've never happened.

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I disagree. The foul wasn't even a "hard foul" by Artest. Besides, even if it was, that's no reason for Wallace to react like that (but I probably would have called him some really obscene stuff if I was Wallace) Wallace threw his armband at Artest after he was just chillin on the scorers table. Artest didn't do anything. Who's escalating the situation?

The fan took a chance at throwin that cup of beer at Artest. He didn't think Artest would have the balls to go up into the stands. He probably did it to feel cool infront of his friends. He then sucker punched Artest TWICE in the back of the head. That moron and all these others need to be banned from the Pistons games and all other sports events at the Auburn Hills Arena for LIFE.

All the fans who got their ass beat got what they deserved. ESPECIALLY that dude that got knocked the fudge out by O'Neal on the court floor. What the heck was he doing on the court floor? All him and his buddy were doin' is asking for trouble. Too bad he got a sore FACE instead. He deserved it.

And btw why don't stadiums put some kind of nice tarp with the team logo on the entrance/exit the players go through? It protects everyone from getting drenched with coke bottles, popcorn and all the crap they threw down at them

do you know what it is like down on the court while they're playing? i've seen a lakers game before.. wow those guys talk so much **** i've never heard before.. and no that foul was highly unnecessary and i'm sure that ugly ass artest mouthed off to Wallace, and Wallace should have never pushed/shoved him.

he should have knoced his ass to the ground.

Yeah the fans acted like retards, but a professional sports player has NO BUSINESS going up into the stands to start beating people. Artest is a ****ing idiot and I hope he gets suspended till he learns some respect and not to be a punk ass ******.

As I was just watching on ESPN, the police officer summed it up best.

"... If something is thrown, whether it be a cup, bottle, or a chair, a person has the right to retailiate to that."

I just can't believe the fans, even when the Pacers were heading to the locker room. :no:

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    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. 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Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. 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Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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