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Next Generation -
5 hours and 15 minutes ago
Publisher attempts to make an impact on the sale of second hand games by using DLC
to create long-term value or encourage new purchases doesn’t work, according to GameStop
CEO Dan DeMatteo.
"Through our years in the used business, we have learned that the second-hand user is a
value-oriented consumer... we don't believe that a $10 add-on piece of DLC is compelling to a
used game buyer," he said, in reference to schemes such as Mass Effect 2’s
Cerberus Network.
read
more
|
ESPN.com -
5 hours and 26 minutes ago
 Two-time All-Big Ten player Kalin Lucas is out of Michigan State's
second-round NCAA tournament game against Maryland with a leg injury.
|
GameSetWatch -
5 hours and 44 minutes ago
[Continuing his
series of interviews with leading video game musicians for GameSetWatch, Jeriaska sits down with
Masato Kouda to discuss his contributions to Capcom's Japanese smash hit Monster Hunter series,
including a recent tie-in orchestral album featuring music from the franchise.]
Part of the success of the Monster Hunter franchise in Japan has been the immersive
depth of its creature-inhabited fantasy locales. Another draw has been the music.
Built on a mixture of classical and regional instrumental styles, the foundation for Monster
Hunter's signature sound was developed by composer Masato Kouda. His contributions to games scores
range from Devil May Cry titles to the Wild Arms series.
Kouda's inventive approach to composing has led to his music being selected for the Press
Start Symphony of Games and Monster Hunter
Fifth Anniversary Orchestral Concert. As part of the Star
Onions band, he has performed live renditions of Final Fantasy XI themes. Their
album Sanctuary was
released last May, on CD and iTunes.
Just as Capcom attempts to secure for Monster Hunter in the West the heights of
popularity it has enjoyed in Japan, Kouda finds himself in a new transition: building his
Tokyo-based music studio, called Design
Wave.
In this music interview, Kouda offers insights into his multifaceted musical projects, from the
arcade brawler Mega Man
2: The Power Fighters to the Greek mythology concept album Istoria ~Musa~ and Monster Hunter.
Kouda-san, thank you for joining this discussion on your music for videogames. Something
people outside Japan might not know about the Monster Hunter series is that it is
frequently the subject of live orchestral performances. How have you found the experience of
witnessing your music from the series performed in front of concert audiences?
It's actually been a dream of mine since I started composing to hear my music performed by a full
orchestra. Being able to attend the recordings for the first Monster Hunter at Victor
Studio and later Press Start in 2006 was very meaningful to me, but because I had to perform at
that concert I was required to be offstage much of the time. Press Start in 2008 was my first
chance to join the audience, and I could hardly believe it was my music I was hearing.
Who has been responsible for orchestrating your songs from this series?
Shiro Hamaguchi adapted the original
Monster Hunter themes for the orchestra. I'm a fan of his orchestral work for Final
Fantasy and the Sakura Wars series. He places tremendous care in the treatment of
my original compositions. Beyond that, he invents devices that I would never have come up with,
which accentuate details of the piece. Especially with Monster Hunter he was careful to
preserve my choice of chord progressions.
Monster
Hunter themes in the key of E Flat are difficult for musicians to perform. If you lower the
key, it becomes much easier to play. Now, there is a huge difference in the sounds of a D and E
Flat chord. The way I might describe their textures is that D is like a primary color, while E
Flat is like a mossy green. Hamaguchi-san respects this subtle distinction and he chose to keep
the arrangements in E Flat.
That's an interesting observation. Have you always held these associations?
I guess I do. I'm not sure for how long, but it tends to make me particular about the differences
between sharp and flat keys.
What roles are you interested in pursuing at your new sound design company Design
Wave?
In terms of my position at the company, that might vary according to the situation. However, what
I would really enjoy doing more often is performing live.
Are there any live venues that have left a strong impression?
When I performed in Santa Monica for a Final Fantasy XI fan festival in 2008, the
reaction from the audience was extraordinary. It was totally different from what you see in
Japan, where usually the audience listens quietly. In Los Angeles, the cheering and the energy
was incredible. Even when the music we were playing was somber, or a jazz fusion piece totally
unlike what The Black Mages perform, the audience had this enormous reaction. Being around that
kind of energy motivates me to play live.
Would you be looking for another opportunity to play overseas?
I'd like to tour. That would be fun.
In terms of Design Wave's focus, do you see it as exclusively a videogame music
studio?
The company is not limiting itself to games, but that's our main focus at this stage. For one, I
am joined by composer [Masakazu] Sugimori, who arrived at Capcom a little later than me and has
composed for the Phoenix Wright series.
What kinds of difficulties have you encountered composing for games?
Sequels have their challenges, but I find embarking on a new game project to be particularly
tough. I first think about what kinds of themes would be appropriate to the musical style, for
instance whether to focus on regional or orchestral style music. Along the way I get to see more
of the game and often times it turns out to be different from what I had predicted.
For Monster Hunter, originally I had underestimated the impact that the title would have
on the game industry. My perception was that it was a modest idea for a game. When I saw it in
motion, I was deeply impressed and I knew the soundtrack needed more of the intensity of a
feature film score.
Are there film composers whose style you admire?
John Williams, for sure. I've learned a lot about composition and arrangement from him. When I
first heard the music for Jaws and Star Wars, I was blown away. I got excited every time a new
film of his came out.
The first Hollywood movie I ever saw in the theaters was Close Encounters of the Third Kind. In
that movie of course there is this UFO flying around, communicating with people telepathically.
Do you remember how the film ends? It starts with that simple melody emanating from the saucer
and then grows more and more elaborate until the ship flies away. It's just perfect.
Seeing as you have previously worked as a staff member for Capcom, how did it come about
that you joined the Star Onions, a music band comprised of Square Enix composers?
Masato Kouda: I've been friends with Naoshi Mizuta since he joined Capcom in
1994, the same year as me. We continued to keep in touch after he became an in-house composer at
Square Enix. Our musical tastes have so much in common, and this might explain why he felt at
ease with the idea of my being a member of the Star Onions. On the album Sanctuary, "Griffons
Never Die" and "Wings of the Goddess" were arranged by Mizuta-san, and I added further
arrangement in addition. The tracks are in his style, and in fact he's the one on electric bass
on those recordings.
What is your impression of the world music influences that Kumi Tanioka has brought to
her music scores?
She definitely has a distinct way of expressing herself. For instance, on Final Fantasy
XI her theme for Gustaberg is full of ideas I never would have thought of. I was the
arranger on “Awakening” from the previous Star Onions album, and I was fascinated
while studying this song's structure. She knows how to offer variety to the composition and has
ideas about how to bring out feeling in rare instruments.
Tanioka is said to have drawn inspiration from working with Roba House on Final Fantasy
Crystal Chronicles. This is a group of musicians that specializes in Medieval and
Renaissance instruments. Are you familiar with them as well?
While I've never
worked professionally with Roba House myself, I graduated from Kunitachi College of Music, and
the college is in the city of Tachikawa. Roba House is located close to the Tamagawa-Jousui
station, so I used to go and see their live performances.
What was your experience working on the arrangement of the song "Distant
Worlds"?
Of course, this song was composed by Uematsu-san, and he was perhaps the greatest influence on my
decision to enter the field of videogames. When Final Fantasy IV came out, it made me
realize that the world of game music was unique. I had never before had the idea of becoming
involved in it.
All in all the Super Nintendo changed my perception of videogames entirely. It was the start of
conveying orchestral sounds in games. Just around that time I was in a band playing keyboard, so
I was starting to learn how to write electronic music. When I heard the background music in this
game, I started thinking about a career in the game industry.
What do you recall from your experiences playing Final Fantasy IV?
I remember the scene with the Red Wings and their airships at the very start of the game. Also,
the "Theme of Love" is a great song. Then there is the incredible opera scene in Final
Fantasy VI. Kefka's theme is great, too, especially how it pops up again in the final
battle. Doesn't the battle theme switch to a major chord midway through? That really made a
lasting impression on me.
Was this experience at all reflected in your treatment of "Distant Worlds"?
In terms of "Distant Worlds," I had no difficulty approaching this arrangement. Even before
getting started, I could already hear it playing in my head. If you listen to the original
arrangement, which incorporates the orchestra and features a soprano singer, it has a jazzy
approach to the chords. I wanted to bring that element of the composition to the fore.
Sometimes it can be a challenge to give a string section a recognizable jazz cadence. As a
consequence, I felt that if I changed the arrangement to a quartet, using instruments like the
vibraphone, I could emphasize the quality of jazz latent in the material. For that reason I have
kept the original chord progression. Just by changing up the instrumentation the music becomes
totally different in its feel.
By the way, the arrangement for the original was done by [Takahito] Eguchi. That means that
previously Uematsu-san composed the song, Mizuta-san arranged it, and Eguchi-san did the
orchestration. You can see it went through an elaborate process. Finally, for this album I
arranged the track once more.
In addition to your participating in the Star Onions albums, you contributed a track to
the image album Istoria ~Musa~ which includes nine songs dedicated to the nine muses of Greek
mythology. How did it first emerge?
I forget how long ago it was, but the videogame musicians who were involved in this album got
together around a table one night to have dinner and talk music. Kenji Ito, Yoshitaka Hirota and Akiko Shikata were present. That was how I
became involved. When I heard about the concept behind Istoria ~Musa~, it sounded like it was
well suited to Shikata-san's personal style, based on my impression of her music.
While the theme of the Muses informed my arrangements, just as significant was the need to
complement the character of Shikata-san's style. The Muses whose themes I was given were those of
history (Kleio) and tragedy (Melpomene).
How would you describe the style of your piano arrangement on the album?
The piano piece is reflective of the tragic theme. Rather than having it be energetic or
passionate, I wanted the piece to sound cool and subdued. To that end I intentionally placed
spaces between each note. I wanted the listener to be aware of the negative space in the piece,
so I was sparing with the sound that you hear on this track.

You were also responsible for arranging several tracks for the arcade fighting game
Mega Man 2: The Power Fighters?
Yes, three of the stage themes.
How were those three chosen?
I was asked if I would work on the game and accept the tracks that had not already been taken. I
was happy with the songs, so it was my pleasure.
How did you go about arranging them?
The chords found on "Dive Man's" stage
have been modified. I took the existing melody line and altered the harmony which accompanies it
to be more in line with my tastes. For "Pharaoh Man," I went with a Latin rhythm, which
I think worked to its advantage, while on "Stone Man" the first passage is downbeat in the
image of a saxophone.
Was it a good experience to collaborate with other musicians?
At that point I had only been in the company a couple years, so the others had more experience. I
was able to observe their work patterns and learned a lot about arranging. It was a chance to
come to understand their various styles and creative processes.
You've mentioned that you would like live performance to be part of your work at Design
Wave. Do you feel that playing in a band is important to becoming a composer?
For the purpose of arrangement, it's very useful. You come to understand things like the range of
a guitar or what the drums can do to create a particular atmosphere. Playing in a band you pick
up these kinds of skills.
Is this something you might recommend to aspiring musicians who are interested in
becoming game composers?
I would. These days it's common to make music all by oneself, from the composition to the
arrangement. For videogame music it's natural to go about doing all the encoding and mixing
alone. However, that way you never come to understand what actual guitars and other instruments
are capable of. Having an in depth knowledge of various instruments' characteristics can be
essential to fulfilling your potential as an electronic musician.
[This article is available in Japanese on Game
Design Current. Interview conducted by Jeriaska. Translation by Takahiro Yamamoto. The
Monster Hunter 3rd Anniversary Commemorative Best Track album can be imported from
Amazon.co.jp. Images courtesy of Capcom, Vagrancy and Square Enix.]


|
Joystiq -
5 hours and 44 minutes ago
 As
the company itself puts it, "Want to offer your customers a scabbard for their sword? New tires?
The latest in night vision goggles? Now you can!" It seems that while we were all up in arms about
the added Mac
client for Steam and Epic Games giving
away its SDK to Steam devs, Valve also slipped out software developer support for
microtransactions, not to mention a 100 fold increase in cloud storage limits (from 1MB to 100MB
per game).
Joystiq's PC-centric sister site
BigDownload noticed the additions in a PDF that Valve recently released on an overview site, detailing the changes
coming to the Steam digital distribution client in 2010. As for the microtransaction update, Valve
promises users the ability to "buy and instantly use the items they want -- all without leaving the
game," perhaps opening up the gate to free-to-play/microtransaction-based games on the service.
And, maybe more interestingly, leaving open the possibility of free-to-play games based in the
Source and Unreal game engines.
[Via
BigDownload]
Steamworks
adding microtransactions, upped cloud storage limit originally appeared on Joystiq on Sun, 21 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments

|
Joystiq -
5 hours and 44 minutes ago
 As
the company itself puts it, "Want to offer your customers a scabbard for their sword? New tires?
The latest in night vision goggles? Now you can!" It seems that while we were all up in arms about
the added Mac
client for Steam and Epic Games giving
away its SDK to Steam devs, Valve also slipped out software developer support for
microtransactions, not to mention a 100 fold increase in cloud storage limits (from 1MB to 100MB
per game).
Joystiq's PC-centric sister site
BigDownload noticed the additions in a PDF that Valve recently released on an overview site, detailing the changes
coming to the Steam digital distribution client in 2010. As for the microtransaction update, Valve
promises users the ability to "buy and instantly use the items they want -- all without leaving the
game," perhaps opening up the gate to free-to-play/microtransaction-based games on the service.
And, maybe more interestingly, leaving open the possibility of free-to-play games based in the
Source and Unreal game engines.
[Via
BigDownload]
Steamworks
adding microtransactions, upped cloud storage limit originally appeared on Joystiq on Sun, 21 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments


|
Next Generation -
5 hours and 46 minutes ago
Square Enix boss Yoichi Wada has said the company's approach to Final Fantasy has
had to be different for each title and that Final Fantasy XIII was made to be as
"mainstream" as possible.
The series, which has sold around 96 million units, has been a sales success in multiple parts of
the world and Wada hopes to expand the brand further.
read more
|
NBA.com: News -
6 hours and 22 minutes ago
Rookie scoring leader Tyreke Evans did not make the trip to Los Angeles for the Sacramento Kings'
game against the Clippers because of a slight concussion and facial injuries he sustained in a
double-overtime loss to the Milwaukee Bucks.
|
MacUpdate - Mac OS X -
6 hours and 23 minutes ago
Cake Shop 1.0 Cake Shop...Would you like to try yourself in the role of a manager
in the just opened cafe? Do you want to become a professional in this business and make this cafe
the best one? Excellent! You can start your work right now!
In order to achieve these purposes, you will need skill, knack, attention and ability to serve
your visitors quickly. Each order consists of one or more components depending on the assortment
of products which you will be able to offer your visitors. You will need to prepare a cake, make
a coffee and bring an ice-cream quickly. Besides there can be other items to prepare. The faster
you will fulfill the order, the more tips the grateful customer will leave you.
The earned money can be spent on purchase of upgrades for the cafe. They will make its class
higher and the cafe will become more popular. This will surely have a positive effect on your
earnings. But if you will have a bad mood, the visitors will be less patient while waiting for
their orders and there will appear a risk of staying without tips at all. However, there is a
simple way to improve your mood! Just start building your own house and then you will greet each
visitor with a smile.
REQUIREMENTSMac OS X 10.4 or later.
PRICE$9.95
DEVELOPEREleFun
Games
DOWNLOADS5
DOWNLOAD NOW
(45.7 MB)
More information

|
Gamers.fr - Actus -
7 hours and 21 minutes ago
Sa nouvelle tronche n'est pas glorieuse.
Interviewé durant la GDC 2010 par Switched, le patron de Lionhead, Microsoft Game Studios
Europe, concepteur et ancien programmeur Peter Molyneux a évoqué des
évolutions dans les plateformes de jeux vidéo. Il a parlé de son
passé et des changements que connaissent les consoles et le PC. "C'es...
|
SK Gaming Scene News -
8 hours and 3 minutes ago
 Live on Three returns this week after a brief hiatus. Tune in to catch post-game
interviews from the CSPromod match between Fnatic and Reason Gaming.
|
digg -
8 hours and 24 minutes ago
When I first read about Hunch’s Twitter Predictor game, I was pretty skeptical. The game asks
you to put in your Twitter user name and based on who you follow and who you are followed by, it
predicts how you will answer questions on Hunch. Then I used it. It’s awesome. Well, pretty
awesome.

|
Rage3D Discussion Area - 75,85,87,93,99 -
8 hours and 37 minutes ago
Folks,
There's an old game where you interacted with a dragon, fly around and do missions/quests etc..
Does anyone remember the name of the game, its going to be at least 10 or more years old. It also
had LAN multiplayer
thanks in advanced
|
Macworld -
9 hours and 14 minutes ago
Paper Boat Race is a novel racing game where you race paper boats around a
pool—by blowing into your iPhone’s microphone! While the game has its
moments of nerdy joy, blowing into the microphone while trying to control the boat is hard to
do—and there’s really anything else going for the game.

|
Guardian Unlimited -
9 hours and 23 minutes ago
Manchester City have never found the postscript to a Lord Mayor's show more to their liking.
Their pursuit of fourth place was bolstered by victory here, albeit with a few nervous moments
endured in the latter stages. This stadium echoed with appeals for a late penalty after Bjorn
Helge Riise's centre struck Vincent Kompany's hand, but Fulham's pleas went unanswered and City
breathed again.
Roberto Mancini's side have leapfrogged Liverpool and loiter just two points below Tottenham
Hotspur in the final Champions League qualification place, with a game in hand to come. They had
appeared comfortable for long periods here with Fulham apparently emotionally spent after their
Europa League heroics against Juventus. Yet, with the visitors passing up their chances to make
the scoreline more convincing, anxiety gripped late. Danny Murphy's penalty gave the hosts hope,
and it was the Londoners who ended the stronger. City seem incapable of making life easy for
themselves.
The visitors had lost Joleon Lescott to a tight hamstring in the warm-up, prompting a re-shaping
of their selection in the moments before kick-off, though they eased into the contest with their
lead well established by the interval. Their only early scare, Kolo Touré twisting to
volley Zoltan Gera's looped attempt from his goal-line, actually prompted their opening goal with
City breaking at speed.
Carlos Tevez fed the galloping Craig Bellamy with his near-post attempt deflecting from Aaron
Hughes beyond the wrong-footed Mark Schwarzer and on to the woodwork. The ball rebounded out and
through the Australian's desperate grasp for Roque Santa Cruz to poke his fourth league goal of
the season into an empty net.
This concession, predictably enough, rather deflated the hosts with City content to probe for the
second which was secured nine minutes from the break. Bellamy was again integral, skipping down
the left and, in the absence of Chris Baird, sucking Hughes from his central role, before
releasing Tevez into the space vacated by the centre-half. The Argentinean cut inside Chris
Smalling's lunge to fizz his shot beyond Schwarzer and City should have felt secure. Hodgson, a
picture of fury in his technical area, ripped off his training jacket and flung it in frustration
into the back of the dug-out.
Fulham were never out-classed thereafter, their admirable work-rate rarely wavering
– Bobby Zamora was a blur of energy until withdrawn for a well earned breather
– but the best opportunities were all City's. The excellent Adam Johnson
clipped a post from distance, Santa Cruz and Tevez forced Schwarzer into fine saves, and each
missed opportunity had those crammed in the Putney End wondering if the profligacy could prove
costly. They have been here before, after all.
Sure enough, Baird's centre duly struck Gareth Barry on his left arm with the linesman spotting
the offence, much to City's frustration. Murphy converted from the penalty spot with ease and,
suddenly, the visitors' advantage was in threat. The lumbering Stefano Okaka, slipped goalwards
by Riise, might have chiselled an unlikely equaliser late on only to batter into the
side-netting, then came the second penalty appeal against Kompany. Those were rejected and City,
eventually, had their victory.
Dominic Fifieldguardian.co.uk © Guardian News & Media Limited 2010 | Use
of this content is subject to our Terms & Conditions | More Feeds

|
Joystiq -
9 hours and 44 minutes ago
 South Austrailian
Attorney General Michael Atkinson, the
gentleman almost single-handedly responsible for preventing the nation from adopting an R18+ rating
for games, is
stepping down from the front bench. The controversial figure will remain on the Australian
parliament until the 2014 elections, but is stepping down from his position to bring in some fresh
blood from the Labor party. "I think there are talented people on the Labor backbench who deserve a
go," Atkinson explained.
There's no telling whether the new A.G. will share Atkinson's position on the outright banning of
mature games, but judging by the cornucopia of tips we received from overjoyed Aussies last night,
there's plenty of room for hope.
Australian
mature game detractor Michael Atkinson stepping down originally appeared on Joystiq on Sun, 21 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments
|
Joystiq -
9 hours and 44 minutes ago
 South Austrailian
Attorney General Michael Atkinson, the
gentleman almost single-handedly responsible for preventing the nation from adopting an R18+ rating
for games, is
stepping down from the front bench. The controversial figure will remain on the Australian
parliament until the 2014 elections, but is stepping down from his position to bring in some fresh
blood from the Labor party. "I think there are talented people on the Labor backbench who deserve a
go," Atkinson explained.
There's no telling whether the new A.G. will share Atkinson's position on the outright banning of
mature games, but judging by the cornucopia of tips we received from overjoyed Aussies last night,
there's plenty of room for hope.
Australian
mature game detractor Michael Atkinson stepping down originally appeared on Joystiq on Sun, 21 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments

|
PlayStation 3 -
10 hours and 2 minutes ago
Here's one more thing for Vanille to be all happy about she and her crew of l'Cie have not only
made a killing in the UK
(qjnet/xbox-360/xiii-is-the-fastest-selling-final-fantasy-game-ever-in-the-uk.html), but in the US
as well. That said, Final 
|
Engadget -
10 hours and 3 minutes ago
 Ah,
springtime. Ain't it beautiful? So beautiful, in fact, that you're apt to want to capture the
flowers blooming and the kids playing around you, which is probably why JVC finally decided to ship the Everio GZ-HM550 that it
announced back at CES. As far as handheld camcorders go, it's one of the better specced models
on the market, touting a 10.6 megapixel CMOS sensor, 32GB of inbuilt storage, an SD / SDHC
expansion slot, an integrated Bluetooth module (for controlling the camera's play, zoom and record
functions via cellphone) and geotagging support when used with a compatible BT phone. Oh, and users
can even sync up a Bluetooth headset in order to monitor the recorded sound or input voice
recordings. You'll also get 1080p recording, a 16x zoom and the ability to snag 9 megapixel stills,
all for the low, low price of $799.95. Go ahead -- step your YouTube game way up.
Continue reading JVC ships Bluetooth-packin', geotagging Everio GZ-HM550
camcorder
JVC ships Bluetooth-packin', geotagging Everio GZ-HM550 camcorder originally appeared on
Engadget on Sun, 21 Mar 2010 10:41:00 EST. Please see our
terms for use of feeds.
Permalink | JVC
| Email this | Comments

|
Guardian Unlimited -
10 hours and 4 minutes ago
Press F5 or use the autorefresh tool for the latest updates and email paolo.bandini@guardian.co.uk with thoughts and such
38 mins Chelsea really aren't overstretching themselves since going 1-0 up, and
seem content to simply contain Blackburn - which isn't requiring too much of them - and where
possible just hold the ball inside the hosts' half.
37 mins Olsson really isn't happy today and he puts the ball clumsily behind
after imagining himself to be under far more pressure from Anelka than he really was. The corner
sails over the heads of both team's players in the middle and is eventually lumped clear by
Blackburn on the far side.
34 mins The crowd's volume goes up another notch as Jones wins a meaty but fair
challenge with Mikel in the middle of the park. For all their enthusiasm, though, Blackburn
aren't the most incisive and a free-kick won moments later near the centre-circle is once again
used to simply pump the ball hopefully into the Chelsea area, where Alex clears.
32 mins Drogba goes down clutching a rib after jumping for a header with Samba.
Can't really see that there was too much contact and nothing's been given, but either way the
striker is eventually back up on his feet. He's aallllllright, folks.
30 mins ... which is flicked on by Nzonzi, half-cleared and then returned with
interest by Salgado straight into the middle of a group of Chelsea defenders. After that, though,
it is hacked clear.
29 mins The home fans are certainly getting louder as we go along here, and roar
with rather more appreciation that sems strictly necessary as Blackburn win a throw-in in line
with the penalty spot on the left. Pedersen is gearing up for a long-throw ...
26 mins Decent chance for Blackburn there as a free-kick just inside Chelsea's
half is pumped into the box, where Samba heads it down and Pedersen arrives right on cue to meet
the bouncing ball with a half-volley 12 yards out. Sadly it's nowhere near on target.
25 mins "Had to laugh at JT moaning about the referee not showing him
'respect'," parps Adrian Davison. "Does he mean the kind of respect he has shown to his wife,
former team-mates, American tourists, the barbers trade etc? If he was looking for sympathy he
should have looked in the dictionary somewhere between [bad word] and syphilis, as my old boss
would say."
23 mins Chelsea win another corner and this time the ball is only cleared as far
as Ivanovic, whose volley crashes back off the midriff of the nearest Blackburn defender.
21 mins But Chelsea continue to give Blackburn all sorts of trouble whenever
they do come forward, and Kalou - who worryingly seems to have been taking hairdressing tips from
JT - cuts the ball back neatly for Anelka, whose first time jab is just off target. Olsson is
struggling badly with the pace of both those players.
19 mins After a slow start Blackburn are growing in confidence here and Dunn
scampers free down the right now before Ferreira recovers to knock the ball out for another
corner. This time the ball drops straight into the arms of Tornbull.
17 mins And it's Dunn again who finds a yard of space to power a header just
over from in front of the near post.
16 mins Blackburn win a free-kick a little more than 25 yards out after David
Dunn is fouled by Alex and Pedersen's firmly-struck effort was arrowing straight into the left
corner before Turnbull intervened, parrying the ball behind for a corner.
14 mins A clever ball from Pedersen has Kalinic chasing into the area down the
left but he screws his cross badly over the bar. Badly mishit in the end, but Kalinic's runs
certainly seem to be giving Chelsea something to think about.
12 mins Chelsea continue to probe and Malouda whisks a fine ball over towards
the back post from the left corner of the area but Samba heads clear. Blackburn are clearly
looking to play on the counter-attack, and do seem to have a fair bit of pace when they do go,
but it really hasn't helped to fall a goal behind so early.
11 mins "I think David Stinton is generous suggesting JT goes to a barber or
hairdresser," quips Chris in Toronto. "He bears the tonsorial results from a sheep shearer." I'm
going to give you the benefit of the doubt and assume tonsorial is a real word.
8 mins ... And this time it's Kalou who rises unmarked to head just over the
bar. Blackburn are a little bit on the ropes at the moment.
7 mins Chelsea come straight at Blackburn again and almost immediately win a
corner. Samba's header is charged down, and Blackburn eventually put the ball behind for another
corner ...
GOAL! Blackburn 0-1 Chelsea (Drogba, 6 mins) Well that didn't take long, did it?
Anelka danced in from the right-hand touch-line and played the simplest of square balls to
Drogba, who dispatched it directly into the bottom right corner of the net for his 22nd league
goal of the season. All too easy.
5 mins Enterprising start from Blackburn, as Diouf gives Olsson an inviting ball
to run onto down the left, but he mishits his cross badly.
3 mins Drogba has a first sight of goal for Chelsea, but his first-time
side-footed area from just outside the D skips wide of Brown's left-hand post. "If John Terry
isn't going to say the word 'conspiracy', I'm not going to say the word 'karma'," chortles Eddie
Robson. "Only seems fair."
2 mins Turnbull comes racing off his line to throw himself on top of a
through-ball intended for Kalinic, only to get up and realise the flag had been up all along.
1 min Blackburn get things underway in a faintly intriguing manner. They had
three men all lined up together on the half-way line on the left, who all dashed straight off up
field as soon as the kick-off was taken. The ball was swiftly played back to the left-back, who
tried to lump the ball forward for the chasing three, but sadly completely misdirected his pass.
Terry's trims "I'm not going to say conspiracy," insists David Stinton. "But do
you think John Terry can ever go to a barber or hairdresser that isn't in on it?"
Team news Hopes that one of Hilario or Petr Cech might be ready to return in
goal for Chelsea have proved unfounded, as Turnbull starts.
Blackburn: Brown, Salgado, Samba, Jones, Olsson, Andrews, Nzonzi, Dunn,
Pedersen, Diouf, Kalinic. Subs: Bunn, Jacobsen, Emerton, Roberts, Linganzi,
Hoilett, Chimbonda.
Chelsea: Turnbull, Ivanovic, Alex, Terry, Paulo Ferreira, Mikel, Kalou, Malouda,
Lampard, Anelka, Drogba. Subs: Sebek, Joe Cole, Zhirkov, Deco, Sturridge, Matic,
Bruma.
Referee: Steve Bennett (Kent)
As some of you may have already noticed ... John Terry
is not a happy man this week. "I'm not going to say the word conspiracy," parped Terry,
playing fast and loose with the word "not", when asked about Chelsea's Champions League defeat to
Inter. "It is not good enough at this stage of the competition. We were at home and we didn't get
one decision. We do our best to get ourselves in this position and for two years running we get
let down by bad refereeing."
Thankfully JT won't have to worry about dodgy European refs, or their apparent refusal to favour
the home side, this afternoon. But if he isn't able to get angry about the refereeing, then what
can he rant about in the post-match interviews? Answers on an email.
Hello again Or perhaps hello for the first time today, depending on whether
you've just been following our minute-by-minute report of Manchester
United v Liverpool.
United's win in that game means Chelsea are now five points behind the league leaders ahead of
this, the first of two games in hand. A win, clearly, is essential for Carlo Ancelotti's side but
may not be as straightforward as it first sounds. Blackburn have been beaten just twice at home
this season and knocked Chelsea, albeit not their first-choice XI, out of the Carling Cup with a
penalty shoot-out win here in December.
Having said all that, Blackburn's record is probably made to look better by the fact they are yet
to play any of the top three at home in the league and they lost 5-0 to Chelsea at Stamford
Bridge earlier this season. Plus they are missing Paul Robinson, Ryan Nelsen, Gael Givet, Lars
Jacobsen, Vince Grella and Franco Di Santo.
I'm saying this one finishes Blackburn 1-3 Chelsea. But then I have been wrong before ...
Paolo Bandiniguardian.co.uk © Guardian News & Media Limited 2010 | Use
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