Recommended Posts

Just a side note... :whistle:

the picture of the rectangle and the spiral also relate to Phi/phi

Phi = 1.61803 (39887 49894 84820 45868 34365 63811 77203 09179 80576)

phi = 0.61803 (39887 49894 84820 45868 34365 63811 77203 09179 80576)

phi ^2 = phi + 1

phi * phi = Phi

Phi * Phi = Phi + 1

http://mathworld.wolfram.com/GoldenRatio.html

equation10.gif

Fibonacci sequence...

0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987 etc...

the further you go in the sequence when you divide a number by the preceding number you'll keep getting closer to phi.

also: http://goldennumber.net/body.htm

5 ^ .5 * .5 + .5 = Phi

http://en.wikipedia.org/wiki/Golden_ratio

all referring to: ( http://www.vanishingpointgame.com/rpiiajsuy/ )

Edited by yanowhiz

May want to keep an eye on this page: http://www.youtube.com/profile?user=lokivanishes (found by drizjr)

Registered the same day as lokivanishes registered here on neowin. Some other registrations on other tech related discussion boards was found in #vanishing chat this evening.

Found this one: http://flickr.com/photos/36095545@N00/ (profile name: lokivanishes).

has anyone seen this?

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">'>http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">

<html xmlns="http://www.w3.org/1999/xhtml" >

<head><title>

Vanishing Point

</title>

<script type="text/javascript" src="js42/AC_RunActiveContent.js"></script>

<script type="text/javascript" src="js42/detection.js"></script>

<script type="text/vbscript" src="js42/flashutil.vbs"></script>

<style type="text/css">

body{

background-color:Black;

margin-top:0px;

}

</style>

</head>

<body>

<center>

<div>

<form name="form1" method="post" action="start.aspx" id="form1">

<div>

<input type="hidden" name="__VIEWSTATE" id="__VIEWSTATE" value="/wEPDwUKMTUxMzcyMjQyN2RkbyO7jpOtE1Mb07Hm2nrpSyWWoQo=" />

</div>

</form>

<script language="JavaScript" type="text/javascript">

<!--

swfUrl = 'login_s';

myWidth = '800';

myHeight = '600';

myID = 'login';

myBGColor = '#000000';

var hasRightVersion = DetectFlashVer(requiredMajorVersion, requiredMinorVersion, requiredRevision);

if(hasRightVersion) {

var arguments = new Array('id',myID,'codebase','http://fpdownload.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0','width',myWidth,'height',myHeight,'align','middle','src',swfUrl,'quality','high','bgcolor',myBGColor,'name',myID,'allowscriptaccess','always','pluginspage','http://www.macromedia.com/go/getflashplayer','movie',swfUrl,'flashvars','parse=1&homeurlparam=http://www.vanishingpointgame.com/&sslhomeurlparam=http://www.vanishingpointgame.com/');

var ret = AC_GetArgs(arguments, ".swf", "movie", "clsid:d27cdb6e-ae6d-11cf-96b8-444553540000", "application/x-shockwave-flash");

AC_Generateobj(ret.objAttrs, ret.params, ret.embedAttrs);

}

-->

</script>

</div>

</center>

<!-- PIN=5813 -->

</body>

</html>

and i an using firefox and cant see the site dono y anyone can help

and i found this i got no clue what this is but mabe something

<!--

Extensible HTML version 1.0 Transitional DTD

This is the same as HTML 4 Transitional except for

changes due to the differences between XML and SGML.

Namespace = http://www.w3.org/1999/xhtml

For further information, see: http://www.w3.org/TR/xhtml1

Copyright © 1998-2002 W3C (MIT, INRIA, Keio),

All Rights Reserved.

This DTD module is identified by the PUBLIC and SYSTEM identifiers:

PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"

SYSTEM "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"

$Revision: 1.2 $

$Date: 2002/08/01 18:37:55 $

-->

<!--================ Character mnemonic entities =========================-->

<!ENTITY % HTMLlat1 PUBLIC

"-//W3C//ENTITIES Latin 1 for XHTML//EN"

"xhtml-lat1.ent">

%HTMLlat1;

<!ENTITY % HTMLsymbol PUBLIC

"-//W3C//ENTITIES Symbols for XHTML//EN"

"xhtml-symbol.ent">

%HTMLsymbol;

<!ENTITY % HTMLspecial PUBLIC

"-//W3C//ENTITIES Special for XHTML//EN"

"xhtml-special.ent">

%HTMLspecial;

<!--================== Imported Names ====================================-->

<!ENTITY % ContentType "CDATA">

<!-- media type, as per [RFC2045] -->

<!ENTITY % ContentTypes "CDATA">

<!-- comma-separated list of media types, as per [RFC2045] -->

<!ENTITY % Charset "CDATA">

<!-- a character encoding, as per [RFC2045] -->

<!ENTITY % Charsets "CDATA">

<!-- a space separated list of character encodings, as per [RFC2045] -->

<!ENTITY % LanguageCode "NMTOKEN">

<!-- a language code, as per [RFC3066] -->

<!ENTITY % Character "CDATA">

<!-- a single character, as per section 2.2 of

 -->

<!ENTITY % Number "CDATA">

<!-- one or more digits -->

<!ENTITY % LinkTypes "CDATA">

<!-- space-separated list of link types -->

<!ENTITY % MediaDesc "CDATA">

<!-- single or comma-separated list of media descriptors -->

<!ENTITY % URI "CDATA">

<!-- a Uniform Resource Identifier, see [RFC2396] -->

<!ENTITY % UriList "CDATA">

<!-- a space separated list of Uniform Resource Identifiers -->

<!ENTITY % Datetime "CDATA">

<!-- date and time information. ISO date format -->

<!ENTITY % Script "CDATA">

<!-- script expression -->

<!ENTITY % StyleSheet "CDATA">

<!-- style sheet data -->

<!ENTITY % Text "CDATA">

<!-- used for titles etc. -->

<!ENTITY % FrameTarget "NMTOKEN">

<!-- render in this frame -->

<!ENTITY % Length "CDATA">

<!-- nn for pixels or nn% for percentage length -->

<!ENTITY % MultiLength "CDATA">

<!-- pixel, percentage, or relative -->

<!ENTITY % Pixels "CDATA">

<!-- integer representing length in pixels -->

<!-- these are used for image maps -->

<!ENTITY % Shape "(rect|circle|poly|default)">

<!ENTITY % Coords "CDATA">

<!-- comma separated list of lengths -->

<!-- used for object, applet, img, input and iframe -->

<!ENTITY % ImgAlign "(top|middle|bottom|left|right)">

<!-- a color using sRGB: #RRGGBB as Hex values -->

<!ENTITY % Color "CDATA">

<!-- There are also 16 widely known color names with their sRGB values:

Black = #000000 Green = #008000

Silver = #C0C0C0 Lime = #00FF00

Gray = #808080 Olive = #808000

White = #FFFFFF Yellow = #FFFF00

Maroon = #800000 Navy = #000080

Red = #FF0000 Blue = #0000FF

Purple = #800080 Teal = #008080

Fuchsia= #FF00FF Aqua = #00FFFF

-->

<!--=================== Generic Attributes ===============================-->

<!-- core attributes common to most elements

id document-wide unique id

class space separated list of classes

style associated style info

title advisory title/amplification

-->

<!ENTITY % coreattrs

"id ID #IMPLIED

class CDATA #IMPLIED

style %StyleSheet; #IMPLIED

title %Text; #IMPLIED"

>

<!-- internationalization attributes

lang language code (backwards compatible)

xml:lang language code (as per XML 1.0 spec)

dir direction for weak/neutral text

-->

<!ENTITY % i18n

"lang %LanguageCode; #IMPLIED

xml:lang %LanguageCode; #IMPLIED

dir (ltr|rtl) #IMPLIED"

>

<!-- attributes for common UI events

onclick a pointer button was clicked

ondblclick a pointer button was double clicked

onmousedown a pointer button was pressed down

onmouseup a pointer button was released

onmousemove a pointer was moved onto the element

onmouseout a pointer was moved away from the element

onkeypress a key was pressed and released

onkeydown a key was pressed down

onkeyup a key was released

-->

<!ENTITY % events

"onclick %Script; #IMPLIED

ondblclick %Script; #IMPLIED

onmousedown %Script; #IMPLIED

onmouseup %Script; #IMPLIED

onmouseover %Script; #IMPLIED

onmousemove %Script; #IMPLIED

onmouseout %Script; #IMPLIED

onkeypress %Script; #IMPLIED

onkeydown %Script; #IMPLIED

onkeyup %Script; #IMPLIED"

>

<!-- attributes for elements that can get the focus

accesskey accessibility key character

tabindex position in tabbing order

onfocus the element got the focus

onblur the element lost the focus

-->

<!ENTITY % focus

"accesskey %Character; #IMPLIED

tabindex %Number; #IMPLIED

onfocus %Script; #IMPLIED

onblur %Script; #IMPLIED"

>

<!ENTITY % attrs "%coreattrs; %i18n; %events;">

<!-- text alignment for p, div, h1-h6. The default is

align="left" for ltr headings, "right" for rtl -->

<!ENTITY % TextAlign "align (left|center|right|justify) #IMPLIED">

<!--=================== Text Elements ====================================-->

<!ENTITY % special.extra

"object | applet | img | map | iframe">

<!ENTITY % special.basic

"br | span | bdo">

<!ENTITY % special

"%special.basic; | %special.extra;">

<!ENTITY % fontstyle.extra "big | small | font | basefont">

<!ENTITY % fontstyle.basic "tt | i | b | u

| s | strike ">

<!ENTITY % fontstyle "%fontstyle.basic; | %fontstyle.extra;">

<!ENTITY % phrase.extra "sub | sup">

<!ENTITY % phrase.basic "em | strong | dfn | code | q |

samp | kbd | var | cite | abbr | acronym">

<!ENTITY % phrase "%phrase.basic; | %phrase.extra;">

<!ENTITY % inline.forms "input | select | textarea | label | button">

<!-- these can occur at block or inline level -->

<!ENTITY % misc.inline "ins | del | script">

<!-- these can only occur at block level -->

<!ENTITY % misc "noscript | %misc.inline;">

<!ENTITY % inline "a | %special; | %fontstyle; | %phrase; | %inline.forms;">

<!-- %Inline; covers inline or "text-level" elements -->

<!ENTITY % Inline "(#PCDATA | %inline; | %misc.inline;)*">

<!--================== Block level elements ==============================-->

<!ENTITY % heading "h1|h2|h3|h4|h5|h6">

<!ENTITY % lists "ul | ol | dl | menu | dir">

<!ENTITY % blocktext "pre | hr | blockquote | address | center | noframes">

<!ENTITY % block

"p | %heading; | div | %lists; | %blocktext; | isindex |fieldset | table">

<!-- %Flow; mixes block and inline and is used for list items etc. -->

<!ENTITY % Flow "(#PCDATA | %block; | form | %inline; | %misc;)*">

<!--================== Content models for exclusions =====================-->

<!-- a elements use %Inline; excluding a -->

<!ENTITY % a.content

"(#PCDATA | %special; | %fontstyle; | %phrase; | %inline.forms; | %misc.inline;)*">

<!-- pre uses %Inline excluding img, object, applet, big, small,

font, or basefont -->

<!ENTITY % pre.content

"(#PCDATA | a | %special.basic; | %fontstyle.basic; | %phrase.basic; |

%inline.forms; | %misc.inline;)*">

<!-- form uses %Flow; excluding form -->

<!ENTITY % form.content "(#PCDATA | %block; | %inline; | %misc;)*">

<!-- button uses %Flow; but excludes a, form, form controls, iframe -->

<!ENTITY % button.content

"(#PCDATA | p | %heading; | div | %lists; | %blocktext; |

table | br | span | bdo | object | applet | img | map |

%fontstyle; | %phrase; | %misc;)*">

<!--================ Document Structure ==================================-->

<!-- the namespace URI designates the document profile -->

<!ELEMENT html (head, body)>

<!ATTLIST html

%i18n;

id ID #IMPLIED

xmlns %URI; #FIXED 'http://www.w3.org/1999/xhtml'

>

<!--================ Document Head =======================================-->

<!ENTITY % head.misc "(script|style|meta|link|object|isindex)*">

<!-- content model is %head.misc; combined with a single

title and an optional base element in any order -->

<!ELEMENT head (%head.misc;,

((title, %head.misc;, (base, %head.misc;)?) |

(base, %head.misc;, (title, %head.misc;))))>

<!ATTLIST head

%i18n;

id ID #IMPLIED

profile %URI; #IMPLIED

>

<!-- The title element is not considered part of the flow of text.

It should be displayed, for example as the page header or

window title. Exactly one title is required per document.

-->

<!ELEMENT title (#PCDATA)>

<!ATTLIST title

%i18n;

id ID #IMPLIED

>

<!-- document base URI -->

<!ELEMENT base EMPTY>

<!ATTLIST base

id ID #IMPLIED

href %URI; #IMPLIED

target %FrameTarget; #IMPLIED

>

<!-- generic metainformation -->

<!ELEMENT meta EMPTY>

<!ATTLIST meta

%i18n;

id ID #IMPLIED

http-equiv CDATA #IMPLIED

name CDATA #IMPLIED

content CDATA #REQUIRED

scheme CDATA #IMPLIED

>

<!--

Relationship values can be used in principle:

a) for document specific toolbars/menus when used

with the link element in document head e.g.

start, contents, previous, next, index, end, help

b) to link to a separate style sheet (rel="stylesheet")

c) to make a link to a script (rel="script")

d) by stylesheets to control how collections of

html nodes are rendered into printed documents

e) to make a link to a printable version of this document

e.g. a PostScript or PDF version (rel="alternate" media="print")

-->

<!ELEMENT link EMPTY>

<!ATTLIST link

%attrs;

charset %Charset; #IMPLIED

href %URI; #IMPLIED

hreflang %LanguageCode; #IMPLIED

type %ContentType; #IMPLIED

rel %LinkTypes; #IMPLIED

rev %LinkTypes; #IMPLIED

media %MediaDesc; #IMPLIED

target %FrameTarget; #IMPLIED

>

<!-- style info, which may include CDATA sections -->

<!ELEMENT style (#PCDATA)>

<!ATTLIST style

%i18n;

id ID #IMPLIED

type %ContentType; #REQUIRED

media %MediaDesc; #IMPLIED

title %Text; #IMPLIED

xml:space (preserve) #FIXED 'preserve'

>

<!-- script statements, which may include CDATA sections -->

<!ELEMENT script (#PCDATA)>

<!ATTLIST script

id ID #IMPLIED

charset %Charset; #IMPLIED

type %ContentType; #REQUIRED

language CDATA #IMPLIED

src %URI; #IMPLIED

defer (defer) #IMPLIED

xml:space (preserve) #FIXED 'preserve'

>

<!-- alternate content container for non script-based rendering -->

<!ELEMENT noscript %Flow;>

<!ATTLIST noscript

%attrs;

>

<!--======================= Frames =======================================-->

<!-- inline subwindow -->

<!ELEMENT iframe %Flow;>

<!ATTLIST iframe

%coreattrs;

longdesc %URI; #IMPLIED

name NMTOKEN #IMPLIED

src %URI; #IMPLIED

frameborder (1|0) "1"

marginwidth %Pixels; #IMPLIED

marginheight %Pixels; #IMPLIED

scrolling (yes|no|auto) "auto"

align %ImgAlign; #IMPLIED

height %Length; #IMPLIED

width %Length; #IMPLIED

>

<!-- alternate content container for non frame-based rendering -->

<!ELEMENT noframes %Flow;>

<!ATTLIST noframes

%attrs;

>

<!--=================== Document Body ====================================-->

<!ELEMENT body %Flow;>

<!ATTLIST body

%attrs;

onload %Script; #IMPLIED

onunload %Script; #IMPLIED

background %URI; #IMPLIED

bgcolor %Color; #IMPLIED

text %Color; #IMPLIED

link %Color; #IMPLIED

vlink %Color; #IMPLIED

alink %Color; #IMPLIED

>

<!ELEMENT div %Flow;> <!-- generic language/style container -->

<!ATTLIST div

%attrs;

%TextAlign;

>

<!--=================== Paragraphs =======================================-->

<!ELEMENT p %Inline;>

<!ATTLIST p

%attrs;

%TextAlign;

>

<!--=================== Headings =========================================-->

<!--

There are six levels of headings from h1 (the most important)

to h6 (the least important).

-->

<!ELEMENT h1 %Inline;>

<!ATTLIST h1

%attrs;

%TextAlign;

>

<!ELEMENT h2 %Inline;>

<!ATTLIST h2

%attrs;

%TextAlign;

>

<!ELEMENT h3 %Inline;>

<!ATTLIST h3

%attrs;

%TextAlign;

>

<!ELEMENT h4 %Inline;>

<!ATTLIST h4

%attrs;

%TextAlign;

>

<!ELEMENT h5 %Inline;>

<!ATTLIST h5

%attrs;

%TextAlign;

>

<!ELEMENT h6 %Inline;>

<!ATTLIST h6

%attrs;

%TextAlign;

>

<!--=================== Lists ============================================-->

<!-- Unordered list bullet styles -->

<!ENTITY % ULStyle "(disc|square|circle)">

<!-- Unordered list -->

<!ELEMENT ul (li)+>

<!ATTLIST ul

%attrs;

type %ULStyle; #IMPLIED

compact (compact) #IMPLIED

>

<!-- Ordered list numbering style

1 arabic numbers 1, 2, 3, ...

a lower alpha a, b, c, ...

A upper alpha A, B, C, ...

i lower roman i, ii, iii, ...

I upper roman I, II, III, ...

The style is applied to the sequence number which by default

is reset to 1 for the first list item in an ordered list.

-->

<!ENTITY % OLStyle "CDATA">

<!-- Ordered (numbered) list -->

<!ELEMENT ol (li)+>

<!ATTLIST ol

%attrs;

type %OLStyle; #IMPLIED

compact (compact) #IMPLIED

start %Number; #IMPLIED

>

<!-- single column list (DEPRECATED) -->

<!ELEMENT menu (li)+>

<!ATTLIST menu

%attrs;

compact (compact) #IMPLIED

>

<!-- multiple column list (DEPRECATED) -->

<!ELEMENT dir (li)+>

<!ATTLIST dir

%attrs;

compact (compact) #IMPLIED

>

<!-- LIStyle is constrained to: "(%ULStyle;|%OLStyle;)" -->

<!ENTITY % LIStyle "CDATA">

<!-- list item -->

<!ELEMENT li %Flow;>

<!ATTLIST li

%attrs;

type %LIStyle; #IMPLIED

value %Number; #IMPLIED

>

<!-- definition lists - dt for term, dd for its definition -->

<!ELEMENT dl (dt|dd)+>

<!ATTLIST dl

%attrs;

compact (compact) #IMPLIED

>

<!ELEMENT dt %Inline;>

<!ATTLIST dt

%attrs;

>

<!ELEMENT dd %Flow;>

<!ATTLIST dd

%attrs;

>

<!--=================== Address ==========================================-->

<!-- information on author -->

<!ELEMENT address (#PCDATA | %inline; | %misc.inline; | p)*>

<!ATTLIST address

%attrs;

>

<!--=================== Horizontal Rule ==================================-->

<!ELEMENT hr EMPTY>

<!ATTLIST hr

%attrs;

align (left|center|right) #IMPLIED

noshade (noshade) #IMPLIED

size %Pixels; #IMPLIED

width %Length; #IMPLIED

>

<!--=================== Preformatted Text ================================-->

<!-- content is %Inline; excluding

"img|object|applet|big|small|sub|sup|font|basefont" -->

<!ELEMENT pre %pre.content;>

<!ATTLIST pre

%attrs;

width %Number; #IMPLIED

xml:space (preserve) #FIXED 'preserve'

>

<!--=================== Block-like Quotes ================================-->

<!ELEMENT blockquote %Flow;>

<!ATTLIST blockquote

%attrs;

cite %URI; #IMPLIED

>

<!--=================== Text alignment ===================================-->

<!-- center content -->

<!ELEMENT center %Flow;>

<!ATTLIST center

%attrs;

>

<!--=================== Inserted/Deleted Text ============================-->

<!--

ins/del are allowed in block and inline content, but its

inappropriate to include block content within an ins element

occurring in inline content.

-->

<!ELEMENT ins %Flow;>

<!ATTLIST ins

%attrs;

cite %URI; #IMPLIED

datetime %Datetime; #IMPLIED

>

<!ELEMENT del %Flow;>

<!ATTLIST del

%attrs;

cite %URI; #IMPLIED

datetime %Datetime; #IMPLIED

>

<!--================== The Anchor Element ================================-->

<!-- content is %Inline; except that anchors shouldn't be nested -->

<!ELEMENT a %a.content;>

<!ATTLIST a

%attrs;

%focus;

charset %Charset; #IMPLIED

type %ContentType; #IMPLIED

name NMTOKEN #IMPLIED

href %URI; #IMPLIED

hreflang %LanguageCode; #IMPLIED

rel %LinkTypes; #IMPLIED

rev %LinkTypes; #IMPLIED

shape %Shape; "rect"

coords %Coords; #IMPLIED

target %FrameTarget; #IMPLIED

>

<!--===================== Inline Elements ================================-->

<!ELEMENT span %Inline;> <!-- generic language/style container -->

<!ATTLIST span

%attrs;

>

<!ELEMENT bdo %Inline;> <!-- I18N BiDi over-ride -->

<!ATTLIST bdo

%coreattrs;

%events;

lang %LanguageCode; #IMPLIED

xml:lang %LanguageCode; #IMPLIED

dir (ltr|rtl) #REQUIRED

>

<!ELEMENT br EMPTY> <!-- forced line break -->

<!ATTLIST br

%coreattrs;

clear (left|all|right|none) "none"

>

<!ELEMENT em %Inline;> <!-- emphasis -->

<!ATTLIST em %attrs;>

<!ELEMENT strong %Inline;> <!-- strong emphasis -->

<!ATTLIST strong %attrs;>

<!ELEMENT dfn %Inline;> <!-- definitional -->

<!ATTLIST dfn %attrs;>

<!ELEMENT code %Inline;> <!-- program code -->

<!ATTLIST code %attrs;>

<!ELEMENT samp %Inline;> <!-- sample -->

<!ATTLIST samp %attrs;>

<!ELEMENT kbd %Inline;> <!-- something user would type -->

<!ATTLIST kbd %attrs;>

<!ELEMENT var %Inline;> <!-- variable -->

<!ATTLIST var %attrs;>

<!ELEMENT cite %Inline;> <!-- citation -->

<!ATTLIST cite %attrs;>

<!ELEMENT abbr %Inline;> <!-- abbreviation -->

<!ATTLIST abbr %attrs;>

<!ELEMENT acronym %Inline;> <!-- acronym -->

<!ATTLIST acronym %attrs;>

<!ELEMENT q %Inline;> <!-- inlined quote -->

<!ATTLIST q

%attrs;

cite %URI; #IMPLIED

>

<!ELEMENT sub %Inline;> <!-- subscript -->

<!ATTLIST sub %attrs;>

<!ELEMENT sup %Inline;> <!-- superscript -->

<!ATTLIST sup %attrs;>

<!ELEMENT tt %Inline;> <!-- fixed pitch font -->

<!ATTLIST tt %attrs;>

<!ELEMENT i %Inline;> <!-- italic font -->

<!ATTLIST i %attrs;>

<!ELEMENT b %Inline;> <!-- bold font -->

<!ATTLIST b %attrs;>

<!ELEMENT big %Inline;> <!-- bigger font -->

<!ATTLIST big %attrs;>

<!ELEMENT small %Inline;> <!-- smaller font -->

<!ATTLIST small %attrs;>

<!ELEMENT u %Inline;> <!-- underline -->

<!ATTLIST u %attrs;>

<!ELEMENT s %Inline;> <!-- strike-through -->

<!ATTLIST s %attrs;>

<!ELEMENT strike %Inline;> <!-- strike-through -->

<!ATTLIST strike %attrs;>

<!ELEMENT basefont EMPTY> <!-- base font size -->

<!ATTLIST basefont

id ID #IMPLIED

size CDATA #REQUIRED

color %Color; #IMPLIED

face CDATA #IMPLIED

>

<!ELEMENT font %Inline;> <!-- local change to font -->

<!ATTLIST font

%coreattrs;

%i18n;

size CDATA #IMPLIED

color %Color; #IMPLIED

face CDATA #IMPLIED

>

<!--==================== Object ======================================-->

<!--

object is used to embed objects as part of HTML pages.

param elements should precede other content. Parameters

can also be expressed as attribute/value pairs on the

object element itself when brevity is desired.

-->

<!ELEMENT object (#PCDATA | param | %block; | form | %inline; | %misc;)*>

<!ATTLIST object

%attrs;

declare (declare) #IMPLIED

classid %URI; #IMPLIED

codebase %URI; #IMPLIED

data %URI; #IMPLIED

type %ContentType; #IMPLIED

codetype %ContentType; #IMPLIED

archive %UriList; #IMPLIED

standby %Text; #IMPLIED

height %Length; #IMPLIED

width %Length; #IMPLIED

usemap %URI; #IMPLIED

name NMTOKEN #IMPLIED

tabindex %Number; #IMPLIED

align %ImgAlign; #IMPLIED

border %Pixels; #IMPLIED

hspace %Pixels; #IMPLIED

vspace %Pixels; #IMPLIED

>

<!--

param is used to supply a named property value.

In XML it would seem natural to follow RDF and support an

abbreviated syntax where the param elements are replaced

by attribute value pairs on the object start tag.

-->

<!ELEMENT param EMPTY>

<!ATTLIST param

id ID #IMPLIED

name CDATA #REQUIRED

value CDATA #IMPLIED

valuetype (data|ref|object) "data"

type %ContentType; #IMPLIED

>

<!--=================== Java applet ==================================-->

<!--

One of code or object attributes must be present.

Place param elements before other content.

-->

<!ELEMENT applet (#PCDATA | param | %block; | form | %inline; | %misc;)*>

<!ATTLIST applet

%coreattrs;

codebase %URI; #IMPLIED

archive CDATA #IMPLIED

code CDATA #IMPLIED

object CDATA #IMPLIED

alt %Text; #IMPLIED

name NMTOKEN #IMPLIED

width %Length; #REQUIRED

height %Length; #REQUIRED

align %ImgAlign; #IMPLIED

hspace %Pixels; #IMPLIED

vspace %Pixels; #IMPLIED

>

<!--=================== Images ===========================================-->

<!--

To avoid accessibility problems for people who aren't

able to see the image, you should provide a text

description using the alt and longdesc attributes.

In addition, avoid the use of server-side image maps.

-->

<!ELEMENT img EMPTY>

<!ATTLIST img

%attrs;

src %URI; #REQUIRED

alt %Text; #REQUIRED

name NMTOKEN #IMPLIED

longdesc %URI; #IMPLIED

height %Length; #IMPLIED

width %Length; #IMPLIED

usemap %URI; #IMPLIED

ismap (ismap) #IMPLIED

align %ImgAlign; #IMPLIED

border %Length; #IMPLIED

hspace %Pixels; #IMPLIED

vspace %Pixels; #IMPLIED

>

<!-- usemap points to a map element which may be in this document

or an external document, although the latter is not widely supported -->

<!--================== Client-side image maps ============================-->

<!-- These can be placed in the same document or grouped in a

separate document although this isn't yet widely supported -->

<!ELEMENT map ((%block; | form | %misc;)+ | area+)>

<!ATTLIST map

%i18n;

%events;

id ID #REQUIRED

class CDATA #IMPLIED

style %StyleSheet; #IMPLIED

title %Text; #IMPLIED

name CDATA #IMPLIED

>

<!ELEMENT area EMPTY>

<!ATTLIST area

%attrs;

%focus;

shape %Shape; "rect"

coords %Coords; #IMPLIED

href %URI; #IMPLIED

nohref (nohref) #IMPLIED

alt %Text; #REQUIRED

target %FrameTarget; #IMPLIED

>

<!--================ Forms ===============================================-->

<!ELEMENT form %form.content;> <!-- forms shouldn't be nested -->

<!ATTLIST form

%attrs;

action %URI; #REQUIRED

method (get|post) "get"

name NMTOKEN #IMPLIED

enctype %ContentType; "application/x-www-form-urlencoded"

onsubmit %Script; #IMPLIED

onreset %Script; #IMPLIED

accept %ContentTypes; #IMPLIED

accept-charset %Charsets; #IMPLIED

target %FrameTarget; #IMPLIED

>

<!--

Each label must not contain more than ONE field

Label elements shouldn't be nested.

-->

<!ELEMENT label %Inline;>

<!ATTLIST label

%attrs;

for IDREF #IMPLIED

accesskey %Character; #IMPLIED

onfocus %Script; #IMPLIED

onblur %Script; #IMPLIED

>

<!ENTITY % InputType

"(text | password | checkbox |

radio | submit | reset |

file | hidden | image | button)"

>

<!-- the name attribute is required for all but submit & reset -->

<!ELEMENT input EMPTY> <!-- form control -->

<!ATTLIST input

%attrs;

%focus;

type %InputType; "text"

name CDATA #IMPLIED

value CDATA #IMPLIED

checked (checked) #IMPLIED

disabled (disabled) #IMPLIED

readonly (readonly) #IMPLIED

size CDATA #IMPLIED

maxlength %Number; #IMPLIED

src %URI; #IMPLIED

alt CDATA #IMPLIED

usemap %URI; #IMPLIED

onselect %Script; #IMPLIED

onchange %Script; #IMPLIED

accept %ContentTypes; #IMPLIED

align %ImgAlign; #IMPLIED

>

<!ELEMENT select (optgroup|option)+> <!-- option selector -->

<!ATTLIST select

%attrs;

name CDATA #IMPLIED

size %Number; #IMPLIED

multiple (multiple) #IMPLIED

disabled (disabled) #IMPLIED

tabindex %Number; #IMPLIED

onfocus %Script; #IMPLIED

onblur %Script; #IMPLIED

onchange %Script; #IMPLIED

>

<!ELEMENT optgroup (option)+> <!-- option group -->

<!ATTLIST optgroup

%attrs;

disabled (disabled) #IMPLIED

label %Text; #REQUIRED

>

<!ELEMENT option (#PCDATA)> <!-- selectable choice -->

<!ATTLIST option

%attrs;

selected (selected) #IMPLIED

disabled (disabled) #IMPLIED

label %Text; #IMPLIED

value CDATA #IMPLIED

>

<!ELEMENT textarea (#PCDATA)> <!-- multi-line text field -->

<!ATTLIST textarea

%attrs;

%focus;

name CDATA #IMPLIED

rows %Number; #REQUIRED

cols %Number; #REQUIRED

disabled (disabled) #IMPLIED

readonly (readonly) #IMPLIED

onselect %Script; #IMPLIED

onchange %Script; #IMPLIED

>

<!--

The fieldset element is used to group form fields.

Only one legend element should occur in the content

and if present should only be preceded by whitespace.

-->

<!ELEMENT fieldset (#PCDATA | legend | %block; | form | %inline; | %misc;)*>

<!ATTLIST fieldset

%attrs;

>

<!ENTITY % LAlign "(top|bottom|left|right)">

<!ELEMENT legend %Inline;> <!-- fieldset label -->

<!ATTLIST legend

%attrs;

accesskey %Character; #IMPLIED

align %LAlign; #IMPLIED

>

<!--

Content is %Flow; excluding a, form, form controls, iframe

-->

<!ELEMENT button %button.content;> <!-- push button -->

<!ATTLIST button

%attrs;

%focus;

name CDATA #IMPLIED

value CDATA #IMPLIED

type (button|submit|reset) "submit"

disabled (disabled) #IMPLIED

>

<!-- single-line text input control (DEPRECATED) -->

<!ELEMENT isindex EMPTY>

<!ATTLIST isindex

%coreattrs;

%i18n;

prompt %Text; #IMPLIED

>

<!--======================= Tables =======================================-->

<!-- Derived from IETF HTML table standard, see [RFC1942] -->

<!--

The border attribute sets the thickness of the frame around the

table. The default units are screen pixels.

The frame attribute specifies which parts of the frame around

the table should be rendered. The values are not the same as

CALS to avoid a name clash with the valign attribute.

-->

<!ENTITY % TFrame "(void|above|below|hsides|lhs|rhs|vsides|box|border)">

<!--

The rules attribute defines which rules to draw between cells:

If rules is absent then assume:

"none" if border is absent or border="0" otherwise "all"

-->

<!ENTITY % TRules "(none | groups | rows | cols | all)">

<!-- horizontal placement of table relative to document -->

<!ENTITY % TAlign "(left|center|right)">

<!-- horizontal alignment attributes for cell contents

char alignment char, e.g. char=':'

charoff offset for alignment char

-->

<!ENTITY % cellhalign

"align (left|center|right|justify|char) #IMPLIED

char %Character; #IMPLIED

charoff %Length; #IMPLIED"

>

<!-- vertical alignment attributes for cell contents -->

<!ENTITY % cellvalign

"valign (top|middle|bottom|baseline) #IMPLIED"

>

<!ELEMENT table

(caption?, (col*|colgroup*), thead?, tfoot?, (tbody+|tr+))>

<!ELEMENT caption %Inline;>

<!ELEMENT thead (tr)+>

<!ELEMENT tfoot (tr)+>

<!ELEMENT tbody (tr)+>

<!ELEMENT colgroup (col)*>

<!ELEMENT col EMPTY>

<!ELEMENT tr (th|td)+>

<!ELEMENT th %Flow;>

<!ELEMENT td %Flow;>

<!ATTLIST table

%attrs;

summary %Text; #IMPLIED

width %Length; #IMPLIED

border %Pixels; #IMPLIED

frame %TFrame; #IMPLIED

rules %TRules; #IMPLIED

cellspacing %Length; #IMPLIED

cellpadding %Length; #IMPLIED

align %TAlign; #IMPLIED

bgcolor %Color; #IMPLIED

>

<!ENTITY % CAlign "(top|bottom|left|right)">

<!ATTLIST caption

%attrs;

align %CAlign; #IMPLIED

>

<!--

colgroup groups a set of col elements. It allows you to group

several semantically related columns together.

-->

<!ATTLIST colgroup

%attrs;

span %Number; "1"

width %MultiLength; #IMPLIED

%cellhalign;

%cellvalign;

>

<!--

col elements define the alignment properties for cells in

one or more columns.

The width attribute specifies the width of the columns, e.g.

width=64 width in screen pixels

width=0.5* relative width of 0.5

The span attribute causes the attributes of one

col element to apply to more than one column.

-->

<!ATTLIST col

%attrs;

span %Number; "1"

width %MultiLength; #IMPLIED

%cellhalign;

%cellvalign;

>

<!--

Use thead to duplicate headers when breaking table

across page boundaries, or for static headers when

tbody sections are rendered in scrolling panel.

Use tfoot to duplicate footers when breaking table

across page boundaries, or for static footers when

tbody sections are rendered in scrolling panel.

Use multiple tbody sections when rules are needed

between groups of table rows.

-->

<!ATTLIST thead

%attrs;

%cellhalign;

%cellvalign;

>

<!ATTLIST tfoot

%attrs;

%cellhalign;

%cellvalign;

>

<!ATTLIST tbody

%attrs;

%cellhalign;

%cellvalign;

>

<!ATTLIST tr

%attrs;

%cellhalign;

%cellvalign;

bgcolor %Color; #IMPLIED

>

<!-- Scope is simpler than headers attribute for common tables -->

<!ENTITY % Scope "(row|col|rowgroup|colgroup)">

<!-- th is for headers, td for data and for cells acting as both -->

<!ATTLIST th

%attrs;

abbr %Text; #IMPLIED

axis CDATA #IMPLIED

headers IDREFS #IMPLIED

scope %Scope; #IMPLIED

rowspan %Number; "1"

colspan %Number; "1"

%cellhalign;

%cellvalign;

nowrap (nowrap) #IMPLIED

bgcolor %Color; #IMPLIED

width %Length; #IMPLIED

height %Length; #IMPLIED

>

<!ATTLIST td

%attrs;

abbr %Text; #IMPLIED

axis CDATA #IMPLIED

headers IDREFS #IMPLIED

scope %Scope; #IMPLIED

rowspan %Number; "1"

colspan %Number; "1"

%cellhalign;

%cellvalign;

nowrap (nowrap) #IMPLIED

bgcolor %Color; #IMPLIED

width %Length; #IMPLIED

height %Length; #IMPLIED

>

Just a side note... :whistle:

the picture of the rectangle and the spiral also relate to Phi/phi

Phi = 1.61803 (39887 49894 84820 45868 34365 63811 77203 09179 80576)

phi = 0.61803 (39887 49894 84820 45868 34365 63811 77203 09179 80576)

phi ^2 = phi + 1

phi * phi = Phi

Phi * Phi = Phi + 1

http://mathworld.wolfram.com/GoldenRatio.html

equation10.gif

Fibonacci sequence...

0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987 etc...

the further you go in the sequence when you divide a number by the preceding number you'll keep getting closer to phi.

also: http://goldennumber.net/body.htm

5 ^ .5 * .5 + .5 = Phi

http://en.wikipedia.org/wiki/Golden_ratio

all referring to: ( http://www.vanishingpointgame.com/rpiiajsuy/ )

Yeah, I said the same thing earlier, but you said it better :p

fibonacci numbers, phi, the golden ratio, logarithmic spirals, and e are all related - pi doesn't really relate to those, except that it's another irrational constant like e and phi

May want to keep an eye on this page: http://www.youtube.com/profile?user=lokivanishes (found by drizjr)

Registered the same day as lokivanishes registered here on neowin. Some other registrations on other tech related discussion boards was found in #vanishing chat this evening.

Found this one: http://flickr.com/photos/36095545@N00/ (profile name: lokivanishes).

Another good find! From the youtube, Loki is 22 years old. The name Gm7 could possibly be a clue.

There's another lokivanishes from dec. 20: http://www.digitalmediathoughts.com/forums...a9fe25336d92bce

not sure if someone mentioned this this one already

And another... surprise surprise, dec. 20

http://www.<< spam >>/board/member.php?u=22645

That <<spam>> should be hardwaregeeks . com... weird

About Biography page:

I tried to translate to words the formula picture, this is the result:

Continued Fraction ==> Phi ==>Golden Rectangle with Logarithmic Spiral ==> Euler?s (Napier's) constant

This page contains

phi=1.6180

e=2.7182

pi=3.1415

tried to convert these numbers to binary for possible key but nothing there that I can see:D:D

I'm guessing the reason lokivanishes has signed up to all these sites is something to do with a script that spammers use to search for forums. She just so happens to have posted on neowin only because this community is the only one (or the first) to follow this mystery

From the youtube, Loki is 22 years old. The name Gm7 could possibly be a clue.

I guess Flickr and YouTube could be considered in-game.

Gm7 could be a guitar cord, which looks a bit like a square root:

http://www.8notes.com/guitar_chord_chart/Gm7.asp

I guess Flickr and YouTube could be considered in-game.

Gm7 could be a guitar cord, which looks a bit like a square root:

http://www.8notes.com/guitar_chord_chart/Gm7.asp

nice work! yeah, with the dots connected it does look very much like a square root

Interesting... phi+pi is about equal to the square root of 22 (about 4.7)

Does anyone else see the significance of this, or am I just overthinking :p

pi and phi were both mentioned on the /biography page. the square root symbol (if Gm7 is really that) and 22 (age) were both on the youtube site

Edit: it is a bit off. using 4 decimals: 4.6904 vs. 4.7595

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 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. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. 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. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. 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.
  • Recent Achievements

    • Collaborator
      conkir earned a badge
      Collaborator
    • Rising Star
      olavinto went up a rank
      Rising Star
    • One Month Later
      lamborghiniv10 earned a badge
      One Month Later
    • Week One Done
      lamborghiniv10 earned a badge
      Week One Done
    • Reacting Well
      X-No-file earned a badge
      Reacting Well
  • Popular Contributors

    1. 1
      +primortal
      504
    2. 2
      PsYcHoKiLLa
      271
    3. 3
      +Edouard
      75
    4. 4
      Skyfrog
      74
    5. 5
      Steven P.
      71
  • Tell a friend

    Love Neowin? Tell a friend!