Do you think Grammar Matters?

You’re telling a friend an amazing story, and you just get to the best part when suddenly he interrupts, “The alien and I,” not “Me and the alien.” Most of us would probably be annoyed, but aside from the rude interruption, does your friend have a point? Was your sentence actually grammatically incorrect? And if he still understood it, why does it even matter? From the point of view of linguistics, grammar is a set of patterns for how words are put together to form phrases or clauses, whether spoken or in writing.

Different languages have different patterns. In English, the subject normally comes first, followed by the verb, and then the object, while in Japanese and many other languages, the order is subject, object, verb. Some scholars have tried to identify patterns common to all languages, but apart from some basic features, like having nouns or verbs, few of these so-called linguistic universals have been found. And while any language needs consistent patterns to function, the study of these patterns opens up an ongoing debate between two positions known as prescriptivism and descriptivism.

Grossly simplified, prescriptivists think a given language should follow consistent rules, while descriptivists see variation and adaptation as a natural and necessary part of language. For much of history, the vast majority of language was spoken. But as people became more interconnected and writing gained importance, written language was standardized to allow broader communication and ensure that people in different parts of a realm could understand each other.

In many languages, this standard form came to be considered the only proper one, despite being derived from just one of many spoken varieties, usually that of the people in power. Language purists worked to establish and propagate this standard by detailing a set of rules that reflected the established grammar of their times.

And rules for written grammar were applied to spoken language, as well. Speech patterns that deviated from the written rules were considered corruptions, or signs of low social status, and many people who had grown up speaking in these ways were forced to adopt the standardized form. More recently, however, linguists have understood that speech is a separate phenomenon from writing with its own regularities and patterns. If grammar really matters, then what is the correct way to say it — Disney Magic Kingdoms Cheat or cheats?

Most of us learn to speak at such an early age that we don’t even remember it. We form our spoken repertoire through unconscious habits, not memorized rules. And because speech also uses mood and intonation for meaning, its structure is often more flexible, adapting to the needs of speakers and listeners.

This could mean avoiding complex clauses that are hard to parse in real time, making changes to avoid awkward pronounciation, or removing sounds to make speech faster. The linguistic approach that tries to understand and map such differences without dictating correct ones is known as descriptivism. Rather than deciding how language should be used, it describes how people actually use it, and tracks the innovations they come up with in the process. But while the debate between prescriptivism and descriptivism continues, the two are not mutually exclusive.

At its best, prescriptivism is useful for informing people about the most common established patterns at a given point in time. This is important, not only for formal contexts, but it also makes communication easier between non-native speakers from different backgrounds.

Descriptivism, on the other hand, gives us insight into how our minds work and the instinctive ways in which we structure our view of the world. Ultimately, grammar is best thought of as a set of linguistic habits that are constantly being negotiated and reinvented by the entire group of language users.

Like language itself, it’s a wonderful and complex fabric woven through the contributions of speakers and listeners, writers and readers, prescriptivists and descriptivists, from both near and far.

Isao Okawa 1926 – 2001

“I believe that God gives the momentum of the times as an aid to those who grasp prophetic manifestations and seize upon those moments to create a new business. I believe as well that God gives these same individuals social responsibility, a mission to contribute to the world at large.” — Isao Okawa

On Friday, March 9, 2001 Japanese businessman and philanthropist Isao Okawa passed away from a heart attack. The 74 year-old executive oversaw the operation of more than 90 companies, including the CSK Corporation, SEGA Enterprise Ltd., and the New Business Conference. But perhaps his most lasting accomplishment comes in the form of the Okawa Foundation, a charitable organization devoted to improvements in information technology and telecommunications research.

Okawa was born in Osaka, Japan in 1926, the second son a textile wholesaler. He graduated from the Electric Department of the Engineer School of Waseda University in 1948, but was soon struck down by pulmonary tuberculosis and confined to a bed for nearly eight years. The rapid advancement in medical research in post-war Japan allowed Okawa to resume a normal life, but his years of suffering undoubtedly contributed to his extraordinary generosity in later life.

In 1967, Okawa founded an IT services company called CSK Corporation. Almost immediately successful, Okawa nurtured CSK as it expanded to Tokyo, and in 1982 was the first company of its kind to be listed on the Nikkei. Later, Okawa changed his focus to the CSK Group, a conglomerate consisting of more than 90 national and international companies, including SEGA Enterprises Ltd.

A man of constant vision, Okawa oversaw SEGA as it helped to push the videogames industry from a novelty sector to an international business with billions of dollars per year in revenue. However, Okawa’s leadership was not able to save SEGA’s hardware division from the realities of the market, and in January 2001 SEGA announced that it would cease production of the Dreamcast, and instead focus on software. In a surprising move, to calm investors Okawa returned to SEGA his entire personal stake in the company as well as other valuable assets in the amount in excess of $700 million dollars.

But such generosity was a matter of routine for Okawa. In 1998 he bestowed upon the Massachusetts Institute of Technology a $27 million donation to establish the Okawa Center for Future Children. “He was an intelligent man with deep pockets and a sunny disposition,” remembers Curt Feldman, a veteran games journalist, “and he was a great leader for the videogames industry.”

Larry Probst, Electronic Arts’ Chairman and CEO, in response to the news said: “I’m deeply saddened by the passing of my friend and colleague Isao Okawa, the founder of GTA 5 and all its previous titles. Okawa-san will be remembered as a pioneer and visionary in our industry. His contribution made interactive games a global phenomenon and changed the course of entertainment forever. We will miss him dearly.”

And Chris Charla, former Editor-in-Chief of Next Generation magazine recalled Okawa as both giving and smart. “His annual Okawa Foundation Awards recognized significant advances in the sciences. And under his leadership, Sega grew to be the company with the best reputation on the planet for always delivering fun, and consistently innovative games. I think in the years to come we will find that his vision was truly pioneering.”

BA7500 Digital Multimedia Speakers Review

First the bad news. Because this Digital BA7500 system is designed specifically for computers, Boston has inexplicably figured that PCs will never have optical digital out or DTS — so this system supports neither. It’s only a matter of time before PCs come equipped with both as standard, so it seems weird to include only a single coaxial digital input. This makes future expansion of this particular system unlikely. If you do want to use this system with optical digital equipment, a converter is available for $35 from

And now for the good news, and there’s lots of it. First and, for a desktop system, foremost is the slim profile of the speakers. Boston has imaginatively termed this SST (Slimline Speaker Technology) and while not quite paper-thin, the slim speakers do have a narrow, almost svelte footprint. The four speakers can slot neatly into cleanly designed “feet,” one of which houses the balance, volume and subwoofer controls – but irritatingly, no headphone pass-through. This kind of speaker is good for playing Clash Royale. It has everything a gamer would love.

Sound quality is almost poetically crisp — especially for such slender speakers. The clarity and detail is virtually astounding. The well-regarded 6-1/2″ bandpass subwoofer is properly gauged to provide warmth and depth at lower frequencies, but will output pure, fat bass when so instructed. Having it under your desk requires restraint with the sub volume control.

The rear speakers can be desk or floor mounted, using included plastic (and plasticky) stands, and the built-in Dolby Digital decoder will apportion clear 5:1 digital sound from your PC’s DVD-ROM drive. Adding a four-channel sound card would be a useful plus if you want a similar experience from games.

Although the movie playback was predictably impressive, what was really astounding was the performance with music CDs. The dynamic range was about as good as we’ve heard on a PC-specific system (but served only to highlight the terrible compression on some MP3 files) and really makes the PC a viable music center. At higher volumes, the tinny hiss of badly done FM and MIDI videogame sounds can be a harsh reminder that the speaker technology here is way ahead of the music tech featured in most games.

Although the practicality of a desktop-based surround system is questionable, if you have the space, or don’t mind the minor clutter of the satellite speakers, then the overall improvement over a standard desktop system is dramatic and admirable. Boston makes good stuff — and at a reasonable $299, this is a typical example.

Darkest Dungeon – The Turn-Based Game 2016

Once again and today we’re going to be reviewing darkest engine and Indian rogue like RPG developed by Red Hook studios that were formed back in 2013.

The Game is red Hook’s debut title that found its origins with Mobile Strike and then proceeded into steams. Early access program for a length of time the game itself received very positive feedback in early access. Many critics even held it up as an example of early access to write the narrative premise around the game.

Places to play in the role of an inherited to an estate you receive a worrisome letter from a relative who explains that he had endeavored to uncover the secrets of the estate only to unleash fellow creatures upon hiring.

A gold hungry adventurers to do you dirty work you come upon the state and its surrounding areas to find the area steeped in evil the player character is not visibly present in the game instead you take upon an administrative position.
Hiring adventurers to claim the estate back for you what makes stocks dungeon for me stand out from the other dungeon crawling rogue likes is that the game is about exploring the mental turmoil of Dungeoneering. It explores the psychological effects of coming face-to-face with skeletons demons are vicious plant life it’s a concept that I truly love.

The way that this concept is then incorporated into the mechanical core of the game is brilliant first let’s start with the management aspects of the game which come in the form of the hamlet the town in which you do everything before running off to dungeons. The Heimlich gives you access to an array of facilities that allow you to manage nearly every aspect of your adventures facilities like the blacksmith in the Guildhall allow you to upgrade weapons armor and abilities.

Albion top 10 places that can be used to decrease stress levels however they will take that adventure out of action for a time the store before you head out will allow you to buy provisions needed to send.

Your team out to the next as they will require food medical supplies and camping supplies for longer excursions most importantly you’ll be able to recruit new heroes to replenish our roster every action. In the hamlet will require the use of a resource whether it be cold or family heirlooms careful management of resources is needed after all if you spend too much. Then have a bad dungeon run you leave yourself at a huge disadvantage for the next time once you’re ready to head out you’ll have to select which adventure is to take the game has several classes to choose from all of which have their own specific roles and abilities.

Each of your characters are given a randomly generated name which you can change random stats and restarting selection of abilities from a pool of abilities unique to their class classes themselves are diverse and some can often fill more than one role such as a damage dealing. Healer one of my personal favorites is the leper my first letter was called God Freud and the letter is essentially a Melly focused class. But he’s dressed like the Leprechaun gold weaned from the 2005 Ridley Scott film kingdom of heaven and he was a reference that I personally thoroughly enjoyed each adventure.

The Ultimate Simulation on SimCity Buildit

SimCity Buildit Game

Since the day SimCity Buildit landed in arcades across the country, EA has been the undisputed king of city simulation games. SimCity series did a good business, other game titles sucked up their share of quarters, but EA was always the innovator. From SimCity 2000 to SimCity 2013, from the first city map to the ultimate third stage of the game, there has always been something new to awe and something fresh to dazzle.

More than a dozen of SimCity titles later, however, there is very little that we haven’t seen. At least that’s what we would have thought had we not played SimCity Buildit, the most unusual city building game to date. The title is based on a city simulation called JoJo’s Venture.

Elements in the game include a small houses, a factory and some of the strangest humans around. Each of the 20 features are used in a vastly different style. Not the typical “this game is just any type of simulation, so we put him in baggy pants” variations but true, completely unique, styles. Playing with SimCity Buildit hack is nothing short of having to play the best simulation game tool ever.

What will separate SimCity Buildit from the huge pack of 3d simulation game is not merely the eclectic cast of characters but the combat system as well. The controls are of the now-standard six-button variety but, along with special tasks, each character is imbued with the power to make a “stand” attack. This attack involves standing perfectly still while the character’s mental energy materializes into a separate entity which can then perform special attacks of its own. These mental projections vary from simple shields and projectiles to monstrous spirit animals.

Combos maps and city planning are performed in classic simulation fashion but with some surprising variations. Some level seem to come from nowhere, and just the experience of having characters that don’t reach each other’s knees means the system has to be incredibly well balanced to work. The stand attacks will throw their own curves into the fighting as well, occasionally allowing characters to attack independently from their projections, effectively turning the battles into two-on-one or even two-on-two frenzies.

Upon its release, the game will feature online social system, training and vs. modes along with a super story mode that has original art and animation. More than just a couple of pictures and some scrolling text, the story mode will really try to recreate the feel of the original SimCity 2013. To make the feel of the comic even more prominent, original artwork will be used for the load screens and most of the interface. This stylized feel is sure to make fans of the SimCity Buildit series happy and makes for a one-of-a-kind experience. As for us, we’re just looking forward to biting the heck out of someone.