Monday, March 31, 2014

Dracula Origin

Good storytelling never goes out of style. For proof, check out Dracula: Origin, a point-and-click reimagination of Bram Stokers classic novel from Frogwares that delivers a gothic tale as atmospheric and chilling as a London fog. While you couldnt ask for a more done-to-death story, the treatment of this legendary material is both respectful and innovative, with familiar characters and scenes being mixed in with all-new escapades set across Europe and the Middle East. Too many pixel hunts and logic puzzles that occasionally stray into "good luck solving this without a walkthrough" territory cause a few problems, although these frustrations arent enough to ruin a great Victorian spook story.




Dracula: Origin keeps the bare bones of the Stoker novel, but adds to it by branching out in a few places and changing the focus from drawing-room horror to something of a detective story. Vamp hunter Van Helsing moves to center stage from his supporting role in the novel, as the dour professor turns sleuth and ventures to London, Cairo, Vienna, and, of course, Transylvania on a one-man quest to save poor Mina Murray and stop Draculas plans to resurrect the dead. The story unfolds like a mash-up of Stokers Dracula, any number of Sherlock Holmes short stories, and the less weird tales of HP Lovecrafts Cthulhu Mythos, with you playing vampire hunter, gumshoe, and intrepid researcher.

The script doesnt borrow much from Stoker, although it is excellent in its own right as a modern take on the old Victorian penny dreadfuls that influenced Dracula. Voice acting is generally impressive, as long as youve got a taste for melodrama. Van Helsing in particular gets awfully worked up over the slightest little thing, becoming so uptight over such minor annoyances as running into a locked door that youll frequently think that Dracula himself has just jumped out of the shadows.

Counterbalancing this fresh story is gameplay that feels like something out of a point-and-click adventure made 20 years ago. As Van Helsing, you stroll from one scene to another, carefully scanning the surroundings for anything that can be pocketed and later used to construct some sort of contraption necessary for opening a door or unlocking a safe, for example. You gather and hoard all sorts of items, such as meat hooks, mummy wrappings, and even a jar of flies. There generally isnt any rhyme or reason to all of this scrap collecting, other than that you know youre playing an adventure game, so youre going to need this junk at some point down the road. Van Helsings entire philosophy of vampire hunting is expressed in one line he repeats over and over: "This might be useful. Im taking it."

Pixel hunting is another issue. Most of the screens are shrouded in gloom as well as cluttered with furniture and other background details, making it nearly impossible to pick out all of the many objects that you need to collect without using the spacebar command to highlight them. Some of the tinier items in the game are all but hidden in the scenery, which speaks well for the wonderfully detailed backdrops like the Egyptian tomb and Draculas castle in Transylvania, but not for the games playability. So youre left with the spacebar, and that seems like a cheat as it pretty much spotlights exactly what you have to do in every location. Still, its absolutely necessary unless you want to tediously scroll over every single pixel in every single scene.




A few of the set-piece logic puzzles are geared to cause similar frustration. Dracula: Origin is loaded with braintwisters that range from obvious to maddeningly obtuse. Lack of proper instructions is a big problem with many of them, as youre occasionally plopped in front of a plaque, a checkerboard, or even a chemistry litmus test without any guidance as to what exactly youre supposed to be doing. All you can do much of the time is blindly experiment with whatever you can move in the puzzle in an attempt to figure out what it might be all about, and then take a crack at actually solving it. Yet even though it seems like the puzzles would be better off if they came with FAQs, their inventive design and sheer deviousness outweighs any irritation you might have over the lack of instructions. Many could have served as the linchpins for a Sherlock Holmes mystery, and all are perfectly suited to a quest about slaying a vampire. You move a pentagram to reveal eerie Latin writing, decipher Egyptian hieroglyphs on a cursed tomb, and examine medieval carvings of demons and sinners to open up a crypt. All could certainly be a little more intuitive, but they couldnt be any more imaginative, or more appropriate for this storyline.

Creepy atmosphere and an imaginative take on a familiar tale elevate Dracula: Origin above its shortcomings. A freer interpretation of the now decrepit point-and-click formula would have been much appreciated, but this is still a very enjoyable, if deeply traditional, adventure.



By Brett Todd, GameSpot
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Death to Spies

Although the name SMERSH sounds like something out of an old Get Smart! episode, nobody laughed at this counterespionage organization during the Second World War. Translated into English, this acronym means "Death to spies," which pretty much sums up the no-nonsense nature of this precursor to the Soviet Unions dreaded KGB. The game of the same name from Russian developer Haggard Games doesnt mess around either, presenting some of the grittiest stealth action to hit the sneaker genre since Agent 47 first shaved his head. Open-ended mission objectives, smart level design, and extreme difficulty also add to the realism, proving that developers havent wrung all of the good game ideas out of WWII quite yet.

Gameplay itself isnt as original as the story or setting, however. Even though Death to Spies is the first game to put you in the shoes of a SMERSH counterespionage agent tasked with stamping out Nazis during Hitlers adventures in the USSR, the game is reminiscent of such games as Hitman and Splinter Cell, crossed with the more puzzle-oriented stealth served up in the Commandos series. So even though you creep around in the third person, knocking out bad guys, as well as playing dress-up, you can also check an overhead map that tracks sentry positions and vision cones depicting how far guards can see. If youve played sneaky games in the past, chances are good that this will seem like familiar ground.




Well, with one big difference: Death to Spies is more true to reality than most of its forebears. The design is packed with grim authenticity even while sticking close enough to the stealth game template to feel just a tad formulaic. Missions feature a lot of par-for-the-course assignments, such as infiltrating a bombed-out town to snatch secret plans, sneaking into a Nazi prison to assassinate a compromised comrade, and blowing up an enemy-held bridge, but these generic missions are spiced up with such noirish escapades as checking into a Moscow hotel to kill an ally selling secrets to the British. All of these locales feature fairly typical office buildings, stone fortresses, military encampments, railyards, and the like. However, each site is elevated above the average by good attention to detail, as well as a graphics engine that does a superb job with lighting and shadow effects (the core visual components of any sneaker).

Most levels are wide open, leaving you free to blaze your own trail to the end goal. In theory, anyhow; in reality, you generally have just a couple of paths to start off with when heading out to each mission objective because there are simply too many guards to make experimentation viable. Although youre skilled at the usual stealth exploits, such as moving silently, cutting throats with a knife, killing quietly with a choke cord or silenced pistol, and disguising yourself to better fit in with the locals, there is so much opposition that you cant freely employ your talents. Sentries typically patrol in pairs, but most corridors feature at least one guard at each end, typically bolstered by another grunt (or three) walking back and forth between them. Even when youre all dolled up in an officers uniform and able to walk right past enlisted men, you can guarantee that rooms in key locations will always feature at least one or two superior officers who can tell youre an impostor on sight.

It all gets a bit ridiculous at times. Many challenges in Death to Spies are insanely difficult. At one point in the third mission, youre tasked with sneaking down a corridor filled with a dozen storm troopers and slipping unseen into a room to silently murder two alert officers, as well as a guard. It can be done, but youve got to time your movements absolutely perfectly to have even a shot at success. Things get even worse later in the game. Mission seven has an objective where you have to kill two senior officers in a room packed with their buddies and a bunch of machine-gun-toting guards. Simply shooting your way through these tough scrapes is virtually impossible too. If you respond to a screwup by going Rambo and trying to kill everyone in sight, youll get gunned down in moments by the spectacular number of enemy troops on hand to respond to alerts. Unless youre in one of the rare isolated spots on the maps and can take out the bad guys in a few seconds with a silenced pistol, getting identified as an intruder just once means das vadanya, comrade, so get ready to reload a save.

Still, even though this unceasing difficulty cranks up the frustration factor, it never seems like the game is cheating you. While its a bit cheesy that officers seem to have the ability to see through disguises almost instantaneously, just about everything else is rooted in reality. Guards will spot you if you try to hide in the shadows a few feet away. Strange noises are always investigated. Entire platoons seem to respond whenever shots are fired. An alarm is immediately raised as a result of a body being discovered. You can only carry two weapons, generally a rifle and a pistol of some sort. Every object in the game has weight, so you cant run around with dozens of ammo clips or chloroform bottles. And so on.




Not everything feels totally natural, though. Interactions with enemies come off as a bit artificial. Few sound cues are given by guards except for the odd "Schiesse!" or "Was ist los?" and those lines are usually only heard when youve either been spotted or its too late to avoid being spotted. Most of the time, everything is so silent that all you can generally hear are atmospheric noises, such as a gramophone playing in the distance and the wildly out of place Euro disco that kicks in during combat. Because of this, you rely more on the vision cones displayed on interface amenities, such as the overhead map and a danger bar that appears then fills up when youre on the verge of being detected in your actual surroundings. Seeing as most of the game is so brutal and uncompromising, these issues really stand out. A few more organic touches would be a big help even if it came in the form of cheesy stealth-game conventions like guards muttering "Maybe it was just rats."

Even with some missteps, Haggard Games accomplishes a lot with Death to Spies. Deeply difficult and absolutely remorseless, this game isnt for the faint of heart. But it is definitely worth the struggle, as long as youve got the patience to appreciate such a rigorous design.


By Brett Todd, GameSpot
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Sunday, March 30, 2014

The End of Summer Porto Pizza

When our ferry back broke down, we were left with unenviable task of needing to find lunch.  We found it at nearby Porto Pizza, a pizza-by-the-slice pizzeria directly across from the ferry.  Everyone ordered something different.  I enjoyed the deep dish tomato and bacon, my wife, the pesto, and my oldest a pepperoni.  We topped it all off with a cup of Dels frozen lemonade.


Its hard to really screw up pizza and this was no exception.  I enjoyed the pizza for the most part, though when I get a deep dish pizza I want  it to be deep.  My slice felt more like a regular depth than anything else. The toppings felt fresh enough and the crust was a good mix of crunchy and doughy, but nothing too exceptional.  An altogether OK way to end the trip.

The pepperoni was rated "Good"
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BSNL 3G Free Tricks

After BSNL India launched 3G for mobile phone , there were , many loopholes found in the system that were exploited by hackers to access free internet on their mobile phones. With this trick you can get Free Unlimited internet surfing on your 3G enabled mobile phone with BSNL 3G connection. I have tried this method on my Nokia 5800 Xpress Music phone.

Steps to connect BSNL 3G Free GPRS Trick:
  1. First of all you have to select GSM mode on your mobile.
  2. Go to settings then network settings and then select network mode GSM.
  3. After that go to your web browser and open any webpage , say m.google.com .
  4. After opening any website goto network settings and choose UMTS mode.
Thats it. Your 3G net is free now.  This trick works for high endsymbian phones like 5320, 5800, n95 etc and E series full support.
Note:
When you enters from GSM to UMTS 1 paisa or 2 paise will be deducted from your account.
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Saturday, March 29, 2014

Empire Earth III

Be careful what you wish for. A lot of RTS gamers have been clamoring for a simplified Empire Earth over the past couple of years, finding the first two releases in the series to be a mess of units and eras as incomprehensible as a history textbook after its been fished out of a blender. So, welcome to Empire Earth III, a shot back at the critics that answers complaints by dumbing the whole game down to utter dreck. While the first two games in the series at least inspired love or hate, this new arrival is so "blah" that it can only elicit a lot of "What the hell happened here?" shrugs.




Still, the design is more misguided than flat-out awful. Developer Mad Doc Software probably started from a good place, working with the sensible idea that a lot of the messy cross-epoch elements needed to be stripped away for the franchise to truly compete with the likes of its Rise of Nations and Age of Empires rivals. To accomplish this, the designers scrapped the old individual civilization model and moved to a different route where you guide world regions. Instead of picking the British, the Persians, the Americans, or the like for campaign play, you choose a side from Western, Middle Eastern, and Far Eastern empires that encompass basic stereotypes of their cultures. So the Westerners are all about research and expensive, high-quality units. The Easterners deal in huge numbers of infantry. And the Middle Easterners specialize in cavalry and hit-and-run tactics. You can get past these generalities only by playing skirmish mode against the computer or against other human players online and selecting from handfuls of more traditional nations like the US, North Korea, Switzerland, and Russia, and even then these sides dont really differ from the others in their regional blocs.

This concept gets across an imperial theme quite nicely, but it also simplifies things too much. Basically, the standard dozen or so civs typically tricked out with all sorts of varied units and specialties have been swapped out for what amounts to a measly three of them that play a lot like one another anyhow. West and East are structured similarly, with builders constructing traditional Western city centers and Eastern ministries, warehouses, barracks, stables, and so forth. Only the Middle East stands out somewhat, and this is mostly just for portable buildings that can be unpacked without the assistance or any sort of worker unit. You need to get into the future era to notice anything interesting with these sides, as thats when you start seeing ideas like the Middle Easts cloaked factory and camouflaged revolutionary guard, and the Easts bioengineered units like the supersoldier and hulking mutant. Despite these variances, the styles of play are nearly identical no matter what part of the globe your empire calls home. You need to make accommodations for the blatant specialties noted in the paragraph above (which basically means you need to build cavalry with the Middle Easterners, research a lot of tech with the Westerners, and crank out the infantry with the Easterners), but aside from that this is all about the same old base building, resource gathering, and army rushing.

Much of the new world-domination mode of play feels equally tired. Mad Doc has swiped a page from the Big Huge Studios playbook that the developer used to make Rise of Nations, dropping the typical scripted campaign for a freeform option where you try to conquer the globe. It plays as a cross-genre experiment, with you making moves on a global map in turns and then seeing how they play out in real-time skirmish maps. The only problem is that its all incredibly bland. Provinces are designated as imperial, economic, military, or research sites based on the amount of each turn-based resource that the region produces (you actually make this formal designation, but there generally isnt much choice since youre given set numbers for each category), but there is nothing to characterize these areas. You dont get to hear that, say, Southern Europe is a great conquest because of its fertile farms and philosophical Greeks; you just see that the province gets good numbers across the board. The only plus is being able to custom-outfit your civilization with various imperial, economy, and commerce world techs like roads and infrastructure, supply lines, and superior intel. You get to directly play most of these techs on provinces, too, which gives you a feeling of actually developing an empire.




Still, most of your time is spent in repetitive conquests of provinces occupied by minor tribes drawn from all of history. These battles cannot be auto-resolved as can scraps with the other empires in the game, so you spend an incredible amount of time building the same base and army to slaughter the same packs of heathens over and over again. Objectives are a bit varied in that you often hook up with tribal allies or need to win over a new friend by doing him or her a favor, but they pretty much always come down to you needing to build a big army to wipe somebody out.

Artificial intelligence provides little challenge in these engagements. Enemies put together reasonable bases, yet never seem to build reasonable armies or attack you in more than a halfhearted fashion. Take a little time to build even a middling force and youll be able to stomp all over most maps unopposed--if you can find the bad guys, that is. Map design incorporates some of the most irritating land features ever seen in an RTS. Its as if youre navigating narrow corridors, not forests and plains. Valleys, cliffs, and rivers impede your progress everywhere, forcing you to patrol every square inch of maps to find enemy settlements. Horrific pathfinding makes these explorations even more annoying. Armies hiccup in place whenever you issue new movement commands and are so dumb that they can get hopelessly stuck if you ask them to turn around in a tight spot like a dead-end valley.




Everything in world-domination campaigns is also mixed up when it comes to time and place. You start in the proper geographic location for your civilization, but nobody else seems to be in their proper places. So if you begin a campaign as the West, you kick off your conquering in ancient Western Europe. So far, so good. But then you can immediately encounter an Olmec tribe in Britain, an Asian settlement in the vicinity of Spain, and Knights Templar guarding a lost tomb next to a pack of elephant archers in what appears to be Germany. So much for the global scope and historical realism; the game seems to be even more of an historical mash-up then any other RTS.

Mix-ups are also common with unit types. As with previous Empire Earth games, units are often jumbled together from various eras. Here, however, this tendency seems even more pronounced due to the use of just five eras (ancient, medieval, colonial, modern, and future). Its common to find all sorts of bizarre units marching side by side. So if your sensibilities are offended by troops wielding Gatling guns and arquebuses on the same battlefields, give Empire Earth III a pass. If this isnt enough to turn off armchair historians, numerous goofy units with no basis in reality should certainly do the trick. The Middle Easterners are probably the biggest offenders here, with camels that can lay a hurting on enemies due to a special stench attack and a hero prophet unit that can call forth a plague of frogs. While there is a place for such units in an RTS, they dont fit in a game seemingly designed to be a more serious, more authentic take on conquering the globe.

The developers questionable sense of taste and humor is also on display in the visuals and sound. The overall graphic design of the game leans toward the cartoonish, with a brightly colored palette that often renders units in pastel hues more appropriate for a teen girls bedroom décor than an armys. This at least helps make buildings distinctive, as splashes of color let you tell one civilizations settlement from another at a glance. Of course, there are basically only three of them, so its not like youve got a lot of architectural styles to memorize. The audio component of the game soars well past cartoony and into stupid. Units acknowledge orders with nothing but cheap jokes. Knights make snarky little comments about "being right behind you…way behind you," and usabari camel riders crack jokes such as "I am like a camel fart--loud and dangerous." As you can tell by these winning examples, the lines in the game arent funny. And theyre much less amusing after youve been forced to listen to them a few hundred times over the course of a skirmish. Troops seem to get stuck like skipping records at times, too, and often incessantly repeat the same dialogue every time you issue a move command. This just makes a bad situation even worse.



We could get into the derivative, buggy multiplayer, the frequent crashes, and the demanding system requirements that bring a Crysis-conquering system to its knees, but whats the point? Earlier Empire Earth games were acquired tastes that not everybody liked. Now, in an attempt to reach out to the masses, the developer has given us a game that nobody will like. The first two releases in the series were overwhelming, but theyre apt to inspire fond memories in anyone who makes the mistake of picking up this lame new sequel.


By Brett Todd, GameSpot
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Clive Barkers Jericho

Clive Barkers Jericho is an inconsistent first-person shooter, alternating between moments of pure, atmospheric greatness and irritating design paradoxes that suck the fun out of the gameplay. For every incredible set piece--a battle in a Roman gladiator arena, fearful attacks by ghostly children--there is a frustrating sequence that puts every shortcoming in the game proudly on display. Theres a lot going on, and sometimes it comes together exquisitely. More often, Jerichos various elements get in the way of one another, creating a game youll love one moment and hate the next.




Horror writer Clive Barkers touch is most evident in Jerichos overall sense of impending doom. The time-traveling narrative takes you to a number of eras--World War II, ancient Sumeria--and all of them are wrapped in a demonic haze of darkness and dread. The architecture is brooding and imposing, shadowed corners look like they could harbor something truly sinister, and soft ambient lighting brings it all together to make for a cohesive look. The sound design is equally sinister, with the quiet, pulsing soundtrack and the sound of dripping water making you wonder what you might be encountering ahead. That isnt to say that Jericho is a truly scary game. Its incredibly dark (youll get good use of your flashlight), often intense, and always a little eerie, but youll never jump out of your seat. Its a Gothic paradise, and as a study in pure atmosphere, it succeeds in spades.

The story itself never really takes advantage of all this thick, fearful ambience. The setup is pretty awesome on its own, though. In the beginning, God didnt create Adam and Eve--He created a sexless being known as the firstborn. Turns out that whole experiment didnt work out too well, and the thing got locked away in an alternate reality, where it occasionally gets too bored and tries to escape. The secretive Jericho squad exists to shove the firstborn back where it belongs. Too bad the script itself is just a thin slice of nonsense, featuring far too many hokey one-liners ("praise the Lord and pass the ammunition!") than good taste allows. And just when you are finally getting into it, the game ends with a lame boss fight without answering any of the main questions it raised. Leaving room for a sequel is one thing; creating a story that literally goes nowhere is something else entirely.

Your own character, Ross, can jump from one member of Jericho squad to another, which sets up the games most intriguing--and successful--mechanic. At any point, you can take control of any of the remaining six members of the squad, and each of them handle quite differently from the others. First of all, they come equipped with different weaponry. More importantly, most of them have two special skills at their disposal, from Coles ability to slow down time, to Delgados knack for setting foes on fire, to Churchs enemy-paralyzing cloud of blood. At first, its tough to remember which squadmate possesses which weapons and which skills, but the game does a good job of introducing you to the powers one by one, and eventually it becomes second nature.

That isnt to say that every character is particularly useful. Churchs rooting skill and Coles time-slowing ability are possibly the most useful powers, since they give you time to act. Jones, on the other hand, only gets an astral projection skill, and its rarely helpful outside of some of the games puzzles. Youd think with six different unique characters to control that Jericho might be spreading itself too thin, but while that is true with other elements in Jericho, the different skills give you a lot of variety without making things feel schizophrenic. The characters you arent in control of at any given time are governed by the games semiadequate artificial intelligence, and you can give them rudimentary orders to stay behind, fall back, or move to a specified location. But this is where Jericho begins to stumble--big-time.

As the game progresses, you will at first be ready to deplore the teammate AI for dying so easily. You can revive downed teammates, but there are times when you spend more time reviving than you spend shooting guns and performing awesome powers. Yet on its own, the AI isnt half bad. Teammates run for cover when possible and use their special abilities on their own. But what good does it do to program the AI to take cover and flank when the level design features almost nothing but narrow corridors and confined rooms? The reason that your teammates look like they are bullet fodder is because they simply have nowhere to go. Youll watch as teammates go down over and over again, simply because they are all stuck in the same tiny space.

Then, add to the mix the games most annoying (and annoyingly common) foes: demons that explode upon death. The things lumber along quickly and take down any nearby character when they fall. And, like most of Jerichos supersturdy enemies, they absorb a good number of bullets before they die. On its own, its a perfectly legitimate enemy design. But in a game with six squad members and the most claustrophobic levels ever devised, its the opposite of fun. Youll watch in horror as your entire squad goes down at once and you are powerless to stop the violence. Why would you create an enemy that needs to be taken down from a distance, in a game that doesnt let you distance yourself? Maybe its meant to be a challenge, but in reality, its just imbalanced and cheap. We suspect its all done under the guise of being "tactical," but this is no tactical shooter. Enemies just mindlessly traipse toward you, so the extent of your tactics is switching between characters to use their abilities in tandem.

And thats the way of Jericho: design elements that are fine on their own, and a disaster when combined together. Slow strafing speed doesnt have to be bad. Slow strafing speed in a level when the exploding monsters continually respawn, and you are only playing as Delgado, is murder. Then you have the pretty animations and special effects. They look neat, but some effects, like the 10-second fiasco you have to experience when you revive someone as Rawlings from afar, get in the way. The action leaves you vulnerable for so long that its better to just run up and use the standard revival skill, letting the AI handle Rawlings (though unsurprisingly, he is almost always the first character to bite the dust). There are a number of effects like this that take their good old time, which would be fine if you could get yourself out of the way to perform your powers and enjoy the corresponding visual display.

When the levels open up, you can see how great Jericho could have been if it had just been given room to breathe. A spectacular Crusades era boss battle and a series of battles in a Roman arena are perfect examples, and had the entire game followed suit, it could have approached greatness. There arent enough of these moments in Jerichos eight hours of gameplay, but when they arrive, they hint at loads of unrealized potential. In fact, it is your ability to see the potential behind the missteps that will determine how much you like Jericho. This is, without a doubt, a love-it-or-hate-it kind of game: easy to love for the occasionally awesome and intense firefight, easy to hate for its wide array of frustrating design contradictions.




Youll get essentially the same experience regardless of which version you play. All of them look great and run smoothly. The textures in the PlayStation 3 version look a bit cleaner than those in the Xbox 360 version, though the lighting in the 360 and PC releases is a bit more foreboding. But they all feature relatively long loading times between levels, which will make you thankful for the story snippets you can read during them. And none of them feature any kind of multiplayer mode, so once you are done, unless you want to relive the experience at a higher level of difficulty, you are done for good.

Jericho is both a triumph and a disaster, and not a lot of games manage to be both of these at once. Frustrating, exciting, inconsistent, linear--these words and many more describe the various elements of Clive Barkers Jericho. If youve got a high tolerance for gameplay annoyances and like the feeling of imposing dread and claustrophobia this corridor crawl provides, by all means, give it a shot. If you like tight shooting mechanics and smart level design, youll want to steer clear.


By Kevin VanOrd, GameSpot
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Friday, March 28, 2014

Mini Fighter Online Preview

Site: http://global.netmarble.com/minifighter/

Mini Fighter Online
Few days ago, Netmarble announced an Open beta of their game Mini Fighters Online is going to be launched on December, 17.

Mini Fighter Online is a fast, 2D, side-scrolling MMO game centered on fighting.
The gameplay vary from quest and boss mode to fight challenges with other players.

It is fast and addicting game, already a hit in Korea.
Mini Fighter Online



Screenshots:
Mini Fighter Online
Mini Fighter OnlineMini Fighter Online
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GuLong Online Trailer

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Thursday, March 27, 2014

How to find the IP address of the sender in Gmail

How to find the IP address of the sender in Gmail
When you receive an email, you receive more than just the message. The email comes with headers that carry important information that can tell where the email was sent from and possibly who sent it. For that, you would need to find the IP address of the sender. The tutorial below can help you find the IP address of the sender. Note that this will not work if the sender uses anonymous proxy servers.

Finding IP address in Gmail:

1.Log into your Gmail account with your username and password.

2. Open the mail.

3. To display the headers,* Click on More options corresponding to that thread. You should get a bunch of links.* Click on Show original.

4. You should get headers like this:Gmail headers : nameLook for Received: from followed by a few hostnames and an IP address between square brackets. In this case, it is65.119.112.245.That is be the IP address of the sender!

5. Track the IP address of the sender.
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how to download movies Games Etc Form Bittorrentz


BitTorrent tutorial - How to download movies, games, music, programs, pictures, e-books, clips and much more - FOR FREE and VERY FAST !!!

Hey, YouTube!
In this video ill show u how to download movies, games, music, programs, picture, e-books, clips, songs, albums and much more FOR FREE and VERY, VERY FAST !!!

All you need for this video is:
1. Internet
2. This video
3. Time

1. To download BitTorrent click the link down:
http://www.bittorrent.com/downloads/c...

2. To download uTorrent click the link down:
http://www.utorrent.com/downloads/com...

3. To find the file you want to download go to some of the torrent sites:
http://www.thepiratebay.org
http://www.torrentz.com
http://www.isohunt.com
http://www.extratorrent.com

4. To download the text file (WITH TRACKERS WITCH WILL SPEED UP YOUR DOWNLOADING) click the link down:
http://www.mediafire.com/?79yncifzaka...

5. To download a program called Cheat Engine 5.5 witch will speed up ur download click the link down:
http://www.cheatengine.org/

6. To watch the tutorial on how to speed up BitTorrent using Cheat Engine 5.5 click the link down:
http://www.youtube.com/watch?v=d3s2Ef...

7. FOR NEW BITTORRENT VERSION:
WHEN THE DOWNLOAD IS COMPLETE, THE CURRENT TORRENT WILL SAY "SEEDING". IF SO, THEN YOUR DOWNLOAD IS FINISHED. YOU CAN REMOVE THE TORRENT (OR JUST LEAVE IT THAT WAY), AND FIND THE LOCATION WHERE THE FILE IS DOWNLOADED (AND DO WHATEVER YOU WANNA WITH IT). THANK YOU.

Thanks for watching !
Now, I hope u know how to download files with BitTorrent. :)
Please COMMENT, RATE, LIKE and SUBSCRIBE !

For any problems, questions, comments, informations and more, message me:
http://www.youtube.com/user/YouDucks32


Keywords Tags For Youtube and Other Video Sharing Sites.
Ok now we have our movie file but its rather large but dont worry too much about that as when we edit the file will get smaller as for the movie file will upload faster. Ok at the moment we have a unedited movie, in the this video i will show you how to edit a puppy video i made :) How To Make Folders and Edit Them Save Upload Movie Making Editing Watermark technology Photo Shop tutorials High Definition Audio/Narration Three topics, Plug-ins, Stock Video Footage and Zooming The differences in Windows Movie Maker version 1 versus 2 Picture-in-Picture Tutorial Text Clips (Titles and Credits) Using Microsofts Photo Story 2 Dividing a Complex Project into Sub-Projects File Formats: Which ones work with Movie Maker 2 Compression, Codecs and the Windows Media Encoder About: MPEG Files and mini tutorial on creating a DVD About: Text Message Using IrfanView with Movie Maker 2 Windows XP Sp2 and Movie Maker 2.1 Making Text Images for Photo Story 2 Using VirtualDub and NanDub with Movie 
Maker Analog Capture using Dazzle DVC 80 Exploring Audio - Enhancement, Generational Losses, Sync with Video, Conversion.From DVD disc to Movie 
Maker Movie Maker, Photo Story and TMPGEnc Using Movie Maker 2 and Photo Story 2 Rad Video Tools Anatomy of a Photo Story Project File About 
Project Collections Photo Story 3 - Special Edition Photo Story 3 and Movie Maker 2 Working Together Review: Video Effects and Transitions
Forward Make a Video-Like Snippet to Begin a Photo Story Text and Texture Pixels DVDs with the Highest Quality on New Home HDTVs Civil War Project Pt.1 Encoder Screen Capture Session Pictures From A Relative Sonics PS3 DVD Plug-in and MyDVD 6.1 Civil War Project Pt.2 About Audio DV-AVI File Rendering Use Movie Maker to Start a Photo Story Project Converting MPEG-2 Files Civil War Project Pt.3 Intro to Custom Titles and Effects Converting MPEG-2 files - Part II (Ripping/Converting DVDs) Interlaced versus Progressive What Frames Do You See? Renaissance Handfasting Ceremony - Plus a Sword Fight Vlogging (Video Blogging) Civil War Project (Making the final movie) Converting MPEG-2 files - Part III (from Recorded TV to Movie Maker) A Source File - from Cradle to Grave The WinDV Utility Photo Story 3- Saving Projects and Stories Introduction to Audacity Navigating the timeline and trimming clips Text in Photo Story 3 Neptune & Mydeo Video Hosting Create your Photo Story Audio in Movie Maker Assessing Video Files and Codecs with GSpot Project Complexity and Memory Needs Render MPEG-4 Movies with Movie Maker 2 Rotating and Cropping a Video Scene
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Wednesday, March 26, 2014

Knothole Island Thoughts

I officially sold out all my beliefs because I am a Fable sucker and got the Fable DLC (800MS points, Xbox Live Arcade) It doesnt really warrant a review or a first impressions and quick review, so here is my final thoughts/conclusion/mini review, whatever you want it to be.

Basically good. It is not too short (as I thought it was going to be) Playing at a normal pace (not rushing, not searching every nook and cranny) took me about 3-4 hours. The area is really big and has a couple of very cool features. A personal favourite addition is the "Mystery Shop". Instead of buying things, like a normal shop, you must trade specific items (2 lutes, a rotten carrot etc.) to get a suprise related item. This is cool as you get some unique elements and you cant just go in with your millions of gold and buy everything.

The main quest line is more challenging than the rest of the game, if fairly rudimentary in whatn you are doing. It even has a, weak, decision at the end. I recommend this if you enjoy Fable, it has all the things you would expect (new items, stuff to find and more shops) and a few quite cool features. and a couple of unexpected items. Plus, they have brought back the graves with witty lines on, so all is good. Worth the 800 points? If you enjoyed Fable, then yes. If you havent purchased it yet and dont want any spoilers, stop here.

My one criticism of the game is the final decision. Unlike at the end of Fable, which you had to stop and think it over in your mind until you finally come to your excruciating decision, this decision feels trivial. In it you must choose between money and good points. The money (10 000 gold) is irrelevant as, by this point in most peoples game, people will have more money than things to buy, and more coming in constantly. If I was designing the decision, I would have had it so you either handed control to the locals, which meant the weather changed regularly out of your control, or to you and the chieftain, which would obviously be evil, but you could control the weather. A third option could have been to kill the chieftain and take sole control of the town for yourself.

But, you cant have everything. An enjoyable distraction from finding gargoyles and keys. 4 star.
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Stunning Nintendo News

I just went to the Nintendo website for research for my new preview for Super Smash Bros Brawl when I discoverd their site was down due to too much traffic. This could be nothing, but their site is probably quite stable, being a multi-national company.
Would upload image but uploader not working
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Tuesday, March 25, 2014

Blog Update

I need to get through the E3 conferences then I will return to normal posting. There have been a couple of interesting news items on the Dojo website(site for Super Smash Bros Brawl) that I want to write about. Also, I have got both Civ 4 Beyond the Sword and Resident Evil 4 (which ended up with me missing paintball to go to London to get a new passport, suffice to say that it wasnt fun) for the Wii. Both are very good if a little too addictive. Here are my early impressions:

Civ 4: Beyond the Sword

An excellent expansion pack, the changes have both a dramatic and level effect to the game and the Mods are truly inspiring.

Resident Evil 4: Wii Edition

A much needed graphical feast for the Wii, the game is truly disturbing, the control scheme is a little difficult to get used to at first, but feels natural after a few tense minutes.

Full reviews of both of those titles coming soon. It was my birthday last Tuesday. I got a TV for my room so will now be playing a lot more Wii, so will hopefully complete Zelda (which just keeps getting better and better as you get further in)

The Smash Update I was talking about earlier is the single player mode. It will the first Smash Bros proper single player mode (as opposed to the previous versions which just had consecutive battles with all the different characters) There have been two modes announced so far. The first mode announced was quite similar to the previous entities except characters, as I understand it, level up. The second and far more interesting mode, named the Subspace Emissary is a side scrolling game with some story. The website gave the impression that this mode was sort of one stage as it were. You can pause/save as usual, but it would lead into the next level. This all looks very exciting. I do recommend staying up to date with the updates as this game is looking very cool. I cant wait. You can follow it here.

For my birthday I went to an outdoor swimming pool with some friends and then 3 came round for a gaming night. Although we only played a select number of games, compared to the plan to play hundreds, it was still a lot of fun. Halo dominated the early play with Smash Bros taking over later. Two of my friends, who are pretty much equal at Smash Bros played a 99 Stock (live) game. They started at 4am and lost one life each. I went to sleep but apparently they finished at 8am. They played without pauses. It was pretty hardcore.

Upcoming Posts:
  • Nintendo and Sony Press Conference Details
  • E3 Roundup
  • Civ 4 Warlords review

Thankyou for reading veteran gamer, for the latest gaming news, reviews, previews and analysis.

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Ghost Recon


Description


Part of the Group for Specialized Tactics, a Special Mission Unit under the direct command of the Joint Special Operations Command, the elite of the modern US Special Forces is better known by their battlefield legend. They are the untraceable soldiers called the Ghosts.
Only the best of the best, soldiers with a unique mix of skills on and off the battlefield, ever get to wear the coveted Ghost insignia. Equipped with the most advanced combat technology, the Ghosts track down the highest-value targets in the highest-risk conflict areas around the world, fighting from the shadows in any climate or terrain.
In the near future, four of these elite soldiers serve as the tip of the spear in a hidden war raging across the globe. But even as Ghost Lead, Pepper, 30K, and Kozak accomplish their objectives, they discover the threat they face is greater than they ever imagined – one that could alter the international balance of power forever.
Features
Perform highly-coordinated takedowns and devastating large-scale strikes utilizing multiple viewpoints.
Activate the Cross-com, the ultimate squad battlefield tool, to coordinate attacks and multiply your striking power:
A.T.L.A.S, the brand new Augmented Reality system, allows the display of real-time intel, providing live feedback on the evolving battlefield situation
W.A.R (Weapon Augmented Reality) is the battlefield counterpart of A.T.L.A.S, allowing the Ghosts to synchronize their Cross-com to any weapon they use instantly. With that power in their hands, they can perform deadly synch shots with the Cross Target laser that identifies who’s in your teammates’ sights.
Play through the 14 campaign missions with up to 3 friends


this document source http://www.gamerslove.com/tom-clancys-ghost-recon-future-soldier-signature-edition-full-version/
more detail & download pleace visit visit http://www.gamerslove.com/








Minimum Requirements:

Windows® 98/ME/2000/XP
Pentium® II 450 MHz processor or higher
128 MB of RAM
DirectX 8.0 or higher
16 MB DirectX 8.0 compatible 3D video card
2 GB minimum hard drive space
4X or better CD-ROM

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Monday, March 24, 2014

Dark Void trailers

Dark Void is a sci-fi, action, adventure game - you can learn more from this post: http://godsector.blogspot.com/2010/01/dark-void.html.





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Mahjong Connect Jungle


Mahjong Connect Jungle
Connect the two tiles in this unique version of Mahjong that is set in depths of the jungle. Use the mouse to connect tiles. Connections can only be made if the line has two or less turns in it.

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Sunday, March 23, 2014

Scania


Description
New game from SCS Software Studio originally was not intended to compete with the global Euro Truck Simulator 2, but in this “byproduct” was still achieved a level of quality that is far ahead of all previously released games from this company. At first glance, the game is reminiscent of the recent Trucks & Trailers, but on closer examination we see that in the new game we are waiting a lot. Of course, the gameplay is limited solely by truck Scania R-series, but it’s not so bad.

Game Scania Truck Driving Simulator consists of several parts. The first, called “Riding Training” (in another translation “Driving School”) and to teach you the basics of management and overall heavy traffic. You will understand how to behave in a semi-trailer truck when reversing or turning, try to run with different parking restrictions, will learn some of the other difficult maneuvers that will surely come in handy later in the game.

The second part of the game “Competition drivers” (in another version of the translation of “driving competition”). This part of the game is carried over into the virtual space of the real race drivers, who arranges for Scania. At this point you will be expected to overcome many obstacles in the form of complex tasks requiring the skills of driving and the maximum concentration. Entertaining piece of this phase is the dynamic movement of the time. So, the longer you repeat failed attempts, the closer will be an evening, and in the dark with limited visibility, the difficult task even more difficult.


Read more: http://www.itcpedia.com/2012/06/scania-truck-driving-simulator-v110.html
(Source ITC Pedia - Free Download Game)



Minimum system requirements

Os: Windows XP/Vista/7
Processor Dual core CPU 2.4 GHz
2 GB system memory
Dedicated graphics card with 256 MB memory (GeForce 7600 GT-class equivalent or better)
DirectX 9 compatible sound card
DirectX 9.0
1.5 GB of free hard drive space

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A great day 5 Differences


A great day 5 Differences
Find five differences between the two pictures. Good art work, relaxing effect. Click on the 5 things you find different between the two images to advance to the next level.

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Thursday, March 20, 2014

Warfarin Anticoagulant and General Mess Maker

One downside of warfarin, the anticoagulant that I am taking, is that you bleed real good if you cut yourself.  Tonight, I managed to get a drill bit in the drill press through a piece of plastic and into the end of my finger.  Not very deep (reflexes are wonderful things), but even a little nick when you are taking warfarin bleeds impressively.  I managed to get everything to stop, but maybe I will stay away from power tools until I no longer need to take this stuff, sometime in October.
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MG 1 100 PMX 003 Hyper The O Diorama Build

MG 1/100 PMX-003 Hyper The-O - Diorama Build

Modeled by vicious1999

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