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Friday, May 29, 2009

Now Playing: Burnout Paradise - The Ultimate Box

I'm not very good at driving games, and I wouldn't say it's a favorite genre of mine. But every now and then, I like to be hurtling down roads at breakneck speeds and feeling like Vin Diesel in Too Fast, Too Furious. Or at least I imagine he feels good.

The last proper racing game I played through was Need for Speed: Most Wanted, and to me that was a revolutionary game. Highly accessible even for non-racing gamers like me, set in an open-world, it wasn't all about going from one race to another, and cop chases were kickass.

Before arriving at Burnout Paradise, I gave Race Driver: Grid a try. It was slated by many as the best driving game for 2008 so I thought I'd be in for a good time from the get-go. I was horribly wrong. I don't know if I was doing something wrong, but the default keyboard configuration made the steering too hyper-sensitive. Just a tap left and the car goes veering out of control and into a wall. I don't think that's how the game is meant to start. I have a feeling other game reviewers played it with a controller or a steering wheel.

Anyway, I had a horrible time just getting the car to get very far without crashing into anything. But from what I could see, the graphics were really awesome and even a bit too much for my laptop to handle. So I uninstalled it and tried Burnout instead.

Now, this game is well-optimized to run on PCs. The graphics are beautiful, the cars are shiny and show a lot of detail when banged up. The massive city environment is well detailed and the draw distance is good. And no lag.

As a racing game though, it seems a lot more simplistic than even Need for Speed. You get a car, you drive around the city till you find races to do. Do them, you get rewarded with new cars and upgrade your license to harder challenges. There's no monetary rewards, and no way it seems to upgrade your current cars. Like NFS: Most Wanted (I didn't play Undercover yet), the city are devoid of people, just traffic. I guess if I wanted to run over civilians I should really be playing a game like GTA IV instead.

The racing is great though. There is a definite sense of speed and races are mostly quite simple to complete. The only challenge I see so far is if you crash a lot and then screw up your lead against other racers. Oh and when you crash, you go into a stylish crash-cam where you see your car break in slow-mo. That's always fun. It is also fun that the game has a whole slew of rock and grunge tracks to race to, from Depeche Mode to Killswitch Engage. Blood-pumping stuff.

And it is not all straightforward races. There are other types like marked man where you have to escape from being taken down by other racers, or Take Down where you have to actively try to crash other cars.

So far so good. There are also motorbikes, but I have yet to try that.

News: Left 4 Dead 2!? WTF?!?

Yes folks, you are reading that right. Left 4 Dead 2??? Certainly Double-U Tee Ef in my department.

Word comes from PC Zone UK's website that they heard it from Destructoid that Valve and EA are going to reveal Left 4 Dead 2 at the upcoming E3.

There will be:
1. A new group of four survivors
2. New locations
3. New guns
4. Melee weapons including a baseball bat, an axe, and a chainsaw
5. A new infected, something "big" and "fast"

Now, I don't know whether this information is credible or not, but if it is, my only concern is whether or not Valve intends to release this all as a DLC for current Left 4 Dead owners, or make this an entirely new title.

If it is the latter, then Valve is in for a big hate-fest from current Left 4 Dead owners. Heck, L4D hasn't even been out for more than seven months, and they go and pull this number. Now, if it was a DLC, then we'd be pretty happy and psyched for what's to come.

Although I'm pretty skeptical about melee weapons and how that would affect both the fast-paced play, and also Versus mode. I'm all up for new locales and new characters though. I've had enough of Bill.

Review: Fallout 3 - The Pitt DLC

Hot on the heels of the Broken Steel DLC review, here's my review of The Pitt DLC.

Unlike Broken Steel, The Pitt is an isolated mission that has to be completed in its entirety on a separate "island" off The Wasteland, before you are allowed back into the Wastelands. It sucks too cause I couldn't take Fawkes, my faithful super mutant friend with me.


But anyway, The Pitt starts off with you picking up a random radio transmission calling for help. And if you choose to follow the signal, you stumble upon an escaped slave who says he needs your help in liberating the rest of the slaves, stuck in a horrible-sounding place called The Pitt (originally Pittsburgh).

Of course you'd choose to help him otherwise there would be no point to the DLC. You disguise as a slave and get yourself caught by the raiders at their base in order to get in. The Pitt is an interesting idea because before the DLC, the raiders were just these random encounters out in the Wastelands that were a little annoying, easy kills, and pretty disgusting with all the bags of dismembered corpses they seem to keep around their camps. They were developing the characters behind a significant faction in the Fallout universe.

I enjoyed the atmosphere and setting of The Pitt greatly. It is so unique and well-realized in comparison to the milder Broken Steel. First, there's a massive bridge that needs to be crossed to get to The Pitt, and this is an introduction to the devastation that a prominent city like Pittsburgh had faced during the nuclear apocalypse. The bridge is jammed up with destroyed and abandoned cars, there are mines laid in between, and you see some slaves running in the opposite direction to you, only to be shot down or blown to bits. Not a pleasant place.

In The Pitt, there is no perception of day or night, it seems the sun is constantly blotted out by dark, black clouds. It is depressing inside, slaves working away at an industrial plant, and most of the buildings are boarded up and abandoned. The raiders are snide and rude to you if you try to approach them, but it is interesting to hear them speaking as opposed to their grunts back when they just wanted to kill you. Back to the slaves, upon closer inspection, you see their skin seems to be afflicted with some gruesome disease - a half-way between ghoul and not.

Inside the factory, it is a sight to behold, the steam presses chugging away, the furnace blasts exploding with heat. You could almost feel the sweat and intense warmth on your skin. But the story is what is most exciting about this DLC.

It seems simple enough, infiltrating the encampment but to get what the slaves need, which is a "cure" to the disease I mentioned earlier, I have to get close to the big honcho of the raiders. Not a lot is said about the big boss Ashur, although he is treated as some kind of messiah, and he wears Brotherhood of Steel armor. It leaves the players to make their own interpretation of who he is - he speaks more refinely than his raider-lackeys, and is probably in place of power because of his greater intelligence compared to the barbarians.

You'd think all Brotherhood of Steel members are righteous do-gooders, but apparently, back when The Pitt had just been hit by the nukes, the Bros of Steel had swept through to scavenge what they could find for themselves instead of helping the residents (which surprised me).

Most likely, Ashur stayed behind and set up his own "business", recruiting raiders and getting them to enslave the residents into working at his factory. Either that, or Ashur killed a Bro of Steel and took his armor. But I like my first interpretation better, because it speaks volumes of the dog eat dog world out in the Wastelands. True to the theme of number-one first in Fallout.

The rest of the characters aren't so memorable, but they are interesting in their own way. Like there would be a group of slaves conspiring in whispers, huddled in a corner. If you approach them, a slave lookout would whistle and the group would disperse. Such detail adds to the immersive story of The Pitt. Anyway, back to the story, to get close to Ashur, you need to get an audience with him. But only after completing several gladiator-style rounds in The Hole - a small cage that is filled with radioactive barrels which forces you to kill all the other competitors faster before you die of radioactive poisoning.

For those who played Oblivion, it is certainly reminiscent of The Arena, down to the NPC commentator who starts each round with some pumping speech. After that, you meet with Ashur and the slaves initiate a riot in order to distract him, and for you to steal the cure. Here's where it gets interesting. There are two options which the player can take, both significant choices that can change the outcome in The Pitt; help the slaves, or side with Ashur and take down the insurgents.

I had already made my mind up to help the slaves because I had killed a tonne of raiders back in the Wastelands, and that wasn't going to change any time soon. So upon helping the slaves steal the cure there's a little interesting moral twist (which I won't spoil here), when you learn the cure isn't all that you thought it was in the first place. It makes the slaves seem less peachy, and in their own way, quite capable of bad things. All that I can say, is that helping the slaves didn't make me feel like the paragon of good that I feel when killing all the Enclaves in Broken Steel.

Once again, the moral grayness of The Pitt is a plus point for Bethesda in making an impact with audiences. Fallout has always been a series where the choices you make can't be totally black or white. Utilitarianism is emphasized here. When you learn that it was Ashur who envisioned the cure for all the residents, you don't think him too badly and yet here he was making them work against their will. So, do you let him continue working on the cure but keep all the residents as slaves, or liberate them and stop the cure from possibly coming to fruition sooner?

Combat is heavy in this DLC, but at least there is almost as much NPC non-violent interactions, which is better than the brainless shooting in Broken Steel. Trogs are the new monster, although their introduction to Fallout 3 is only confined to The Pitt, and you won't find them elsewhere in the Wastelands. They are positively ugly, and when you are creeping through the abandoned steelyard, trainyard and an underground power station, they have the tendency of jumping at you from behind. It is slightly scary, but they aren't hard to deal with. A well-placed mine or grenade can take a group of them out fast.

In fact, I found the DLC to be too easy combat-wise, probably because I had approached it after having gotten uber post-Broken Steel. I was just killing things too easily and not dying at all. That said, killing humans (the raiders) are a lot more fun than robots and armored Enclaves. But the heavy combat is the shortcoming for this DLC; the final climatic sequence when The Pitt is over-run with Trogs and rioting slaves, there are so many raiders to shoot your way through, that it gets tiresome after a bit. Perhaps Bethesda needs to work a little better on their pacing with the combat for future DLCs.

When the mission ends, no matter who you choose to help, The Pitt remains as a city on the outskirt that you can revisit if you want more ammo made at the factory, or earn random gear by collecting steel ingots strewn out in the dangerous Trog-infested steelyard. But if you ask me, it is not enough of an incentive to go back to an isolated region at the far fringe of the Wastelands.

Also, what was weird was that after I killed Ashur and let the slaves take back control of the city, I was attacked on my way out by the slave leader! Well, there were a few raiders left that I had not yet killed, so perhaps in my fighting, he got caught in the crossfire and turned against me. I killed the leader, the very person who approached me at the start of the quest, pleading that he needed my help - someone who I initially thought was very cool with his eyepatch and was morally upright himself.

But when you learn of his intention with the cure, and his actual ruthlessness in overthrowing Ashur and the raiders, you learn to stop making positive presumptions of people. It meant I didn't feel too bad in killing him. It was just a waste that I had gone through a few hours to save the slaves, only to take out their leader. I didn't dare return to the encampment to see the reactions from the other slaves.

I was grateful to get out of there; to leave The Pitt and return to the Wastelands. I was sickened by the place devoid of morality on both sides. The slaves and raiders could just kill each other off for all I cared. It was the greatest lesson I learnt from the entire time I spent with Fallout 3, including the vanilla - that no one is truly to be trusted, that humans can be as flawed as they wanted to be, and even a champion of good like me could do nothing to change that.

The best DLC for Fallout 3 yet.

Thursday, May 28, 2009

Went Walkabout. Brought back Google Wave.

Back in early 2004, Google took an interest in a tiny mapping startup called Where 2 Tech, founded by my brother Jens and me. We were excited to join Google and help create what would become Google Maps. But we also started thinking about what might come next for us after maps.

As always, Jens came up with the answer: communication. He pointed out that two of the most spectacular successes in digital communication, email and instant messaging, were originally designed in the '60s to imitate analog formats — email mimicked snail mail, and IM mimicked phone calls. Since then, so many different forms of communication had been invented — blogs, wikis, collaborative documents, etc. — and computers and networks had dramatically improved. So Jens proposed a new communications model that presumed all these advances as a starting point, and I was immediately sold. (Jens insists it took him hours to convince me, but I like my version better.)

We had a blast the next couple years turning Where 2's prototype mapping site into Google Maps. But finally we decided it was time to leave the Maps team and turn Jens' new idea into a project, which we codenamed "Walkabout." We started with a set of tough questions:
  • Why do we have to live with divides between different types of communication — email versus chat, or conversations versus documents?
  • Could a single communications model span all or most of the systems in use on the web today, in one smooth continuum? How simple could we make it?
  • What if we tried designing a communications system that took advantage of computers' current abilities, rather than imitating non-electronic forms? 
After months holed up in a conference room in the Sydney office, our five-person "startup" team emerged with a prototype. And now, after more than two years of expanding our ideas, our team, and technology, we're very eager to return and see what the world might think. Today we're giving developers an early preview of Google Wave.

A "wave" is equal parts conversation and document, where people can communicate and work together with richly formatted text, photos, videos, maps, and more.


Here's how it works: In Google Wave you create a wave and add people to it. Everyone on your wave can use richly formatted text, photos, gadgets, and even feeds from other sources on the web. They can insert a reply or edit the wave directly. It's concurrent rich-text editing, where you see on your screen nearly instantly what your fellow collaborators are typing in your wave. That means Google Wave is just as well suited for quick messages as for persistent content — it allows for both collaboration and communication. You can also use "playback" to rewind the wave and see how it evolved.

As with Android, Google Chrome, and many other Google efforts, we plan to make the code open source as a way to encourage the developer community to get involved. Google Wave is very open and extensible, and we're inviting developers to add all kinds of cool stuff before our public launch. Google Wave has three layers: the product, the platform, and the protocol:
  • The Google Wave product (available as a developer preview) is the web application people will use to access and edit waves. It's an HTML 5 app, built on Google Web Toolkit. It includes a rich text editor and other functions like desktop drag-and-drop (which, for example, lets you drag a set of photos right into a wave). 
  • Google Wave can also be considered a platform with a rich set of open APIs that allow developers to embed waves in other web services, and to build new extensions that work inside waves.
  • The Google Wave protocol is the underlying format for storing and the means of sharing waves, and includes the "live" concurrency control, which allows edits to be reflected instantly across users and services. The protocol is designed for open federation, such that anyone's Wave services can interoperate with each other and with the Google Wave service. To encourage adoption of the protocol, we intend to open source the code behind Google Wave. 
So, this leaves one big question we need your help answering: What else can we do with this?

If you're a developer and you'd like to roll up your sleeves and start working on Google Wave with us, you can read more on the Google Wave Developer blog about the Google Wave APIs, and check out the Google Code blog to learn more about the Google Wave Federation Protocol

If you'd like to be notified when we launch Google Wave as a public product, you can sign up at http://wave.google.com/. We don't have a specific timeframe for public release, but we're planning to continue working on Google Wave for a number of months more as a developer preview. We're excited to see what feedback we get from our early tinkerers, and we'll undoubtedly make lots of changes to the Google Wave product, platform, and protocol as we go.

We look forward to seeing what you come up with!

Update @ 7:07PM: The video of the Google Wave keynote presentation is now available:



Blogging for Beginners- What are TrackBacks

Trackbacks - a topic I’m constantly asked for information about.
Summary: TrackBacks automate the interlinking of blog posts, but often don’t contribute to search engine ranking.
TrackBacks are notoriously difficult to explain and is an exercise that makes a great judge of the skill of any self-described ‘blogging expert.’ So here I go!
You get comments right? Easy enough. You write a post on your blog. Someone reads it and thinks you’re either sliced bread or vile ooze and comments accordingly. Just like having a mini-guestbook for each post.
What if I want to leave a comment about your blog post on my blog? That’s where TrackBacks come in.
Let’s say I read something pretty fantastic on your blog and so I write up a post about on my blog: “Hey you gotta check this out, here’s a quote from it and here’s the link to it.” And I link to that particular post on your blog. And I click publish.
Unbeknownst to most, your blog platform - whether it is WordPress or Movable Type or TypePad, scans all the links in a post each time a post is published. It finds my link to your post and then goes out to your blog and checks to see if your post is accepting TrackBacks. If so, my blog sends a little ping! to your blog as if to say, ‘Hey! Andy’s talking about you over on his blog.’ and your blog answers the ping and says ‘Alright, I’ll make a note of it.’ And then your blog makes a little note on that particular post that in effect says, “Besides all these comments under this post, here’s someone talking about this post on their own site - and here’s the link to it.”
So readers of your blog can see not just what the commenters are saying about it on your blog - but what other bloggers are saying about. I’ve seen a post’s list of TrackBacks described as ‘Other blogs linking to this post.’ Many blog tools, like WordPress, lump comments and TrackBacks into the same list.
You don’t have to know how TrackBacks work in order to use them, you can simply set a post to be able to receive trackbacks and set your blog to send them when you publish new posts. Your blog platform should do all the heavy lifting and email you when there are new TrackBacks - just like it does when there are new comments to a post.
TrackBack was first created by Ben and Mena Trott during the early days of Movable Type and has gradually been integrated into the features of most popular blog platforms. A similar technology is pingbacks which has the added security of checking to see if the pinging site actually exists.
Of course like anything fun or cool online, the evil bastard spammers got busy funneling their sewage into automated TrackBacks pingbots that left everyone’s blogs with dainty messages about mortgages, online poker and Viagra. Most comment spam blockers are now configured to also scan TrackBacks to help stem the tide of spammy TrackBacks.
One of the best parts about TrackBack is that it helped to increase your blog’s linked-ness and search engine ranking. With the introduction of the ‘no follow’ attribute, links in comments and TrackBacks are usually often not included in the calculation of your blog’s Google PageRank. I presume this applies to the other search engines as well. Still, the findability may not be in the search ranking - but links from other blogs is always a Good Thing.
In TypePad:
To enable TrackBacks by default in TypePad, go to Weblogs > (Your Blog) > Configure > Preferences > Comment and TrackBack Preferences: Check the checkbox ‘Hold comments and TrackBacks for approval.’ And set Default TrackBack Status set to ‘New posts accept TrackBacks.’ (for receiving TrackBacks)
In WordPress:
To enable TrackBacks by default in WordPress ,go to Options > Discussion: Check the checkbox ‘Attempt to notify any Weblogs linked to from the article.’ (for sending TrackBacks) Check the check box ‘Allow link notifications from other Weblogs. (for receiving TrackBacks)
In Movable Type:
To enable TrackBacks by default in Movable Type, go to (Your Blog) > Configuration > Preferences > Publicity/Remote Interfaces/TrackBack: Check the checkbox ‘Allow TrackBack Pings On by Default.’ (for sending TrackBacks) Check the checkbox ‘Email New TrackBack Pings.’ Check the checkbox ‘Enable TrackBack Auto-Discovery.’ (for receiving TrackBacks)
Source: Andy Wibbels is an award-winning blogger and author of Blogwild! A Guide for Small Business Blogging. (This is a TrackBack) Speak Your Mind and Be Sure to Leave Your Comments!
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Wednesday, May 27, 2009

Review: Fallout 3 - Broken Steel DLC

For fans of the vanilla game, there is a lot to love about Broken Steel. New weapons, an entire new set of skills to get into with the level skill cap increase from 20 to 30, and new places to visit in the Wasteland. But more importantly, it lets you continue your game from after the sort-of-naff ending.

So yes, instead of dying and being written into the annals of history as told by the narrator, you instead awake from unconsciousness two weeks later to find a strengthen Brotherhood of Steel and a scattered Enclave. Yet the battle is far from over as the Enclave has an ace up their sleeve - an orbital strike cannon that threatens to hit the Citadel and eradicate all that is good in the post-apocalyptic world.

So, it is left up to you to finish off the Enclave once and for all. This is where the main mission that comes with the DLC falls short. It feels very cliched and not at all interesting. It is a story of you as a one-man army going to take on an entire base of Enclaves. Unlike the original ending which saw you taking part in a climatic battle with other Brotherhood of Steel soldiers, this one feels seriously like going through the motions of moving from one location to the next, to shoot a whole bunch of Enclave, Deathclaws and robots. Oh yes, there are plenty of robots irritatingly enough.

The saving grace is that the new settings are interesting like the Presidential Metro underground, a place that used to glorify the American leaders of past, with the regal decors to the interesting M.A.R.G.o.T A.I with a highly developed intelligence. Also, another noteworthy place is the Adams Air Base in the final fight to destroy the orbital strike platform. Yet, I can't help but feel there is hardly any variation to the mission. You can't really sneak about, and it is just purely shooting your way through till you hit the final button.

The enemies definetly feel a lot harder than before though, and I thought I had gotten my character pretty tough up till the end of the original game (only to realize I haven't even hit level 20 by the end. I only hit 20 by the end of Broken Steel). I don't remember ever having dealt with Deathclaws before the DLC and they are friggin' scary.

There's a lot of lonely environments underground and in factories, so be prepared for more depressing treks. But thankfully, I had company; Fawkes the super-mutant and Star Paladin Cross, a Brotherhood of Steel soldier, and having them to fight alongside does help especially in the final fight through the army base. That bit feels overwhelming with the number of high-powered Enclaves thrown at you, so be sure, either you are super buff yourself or have help.

The new Tesla Cannon is big and sparkly but isn't all that special, and other than MARGOT (who is worthwhile to stop and chat with) there aren't that many new, interesting NPCs to interact with. Just a lot of shooting and the ability to check out the places you've missed after you ended the original game. And that's a big plus point in itself if you intend to keep playing. Apparently, it is also possible for Dogmeat to have babies, and they appear at the entrance to Vault 101 for you to pick up if Dogmeat dies. Unfortunately, Dogmeat perished at the end of the original Fallout 3 for me, so I couldn't check that out haha.

All in all, despite the shortcomings, it is definetly a worthwhile return to Fallout 3. If you've uninstalled it, seriously, power it back up and return to the Wastelands.

Search engineer stories

I came to Google because I wanted to work on hard problems and have a big impact on the world. Four years later, I'm still constantly awed by how challenging search is. We work on improving the entire search process, including formulating queries, evaluating results, reading and understanding information, and digging deeper with this new information. Every day we work on ways, both big and small, for search to be better, faster, and more effortless.

My fellow engineers and I wanted to give a peek into some of the challenges we face and how we're trying to make search even better. We created a series of short videos so you could hear straight from the engineers. Here's mine, where I talk about a change to spell suggestions.



Some of the videos may talk about things you are already familiar with and some may be new. Either way, we hope that you enjoy hearing these stories, and do stay tuned for more!

Kicking off 2nd annual Google I/O developer gathering

Today is the first day of Google I/O — two days of developer talks, fireside chats and demos, all focused on the latest innovations in the web as a development platform. We're excited to have this chance to welcome more than 3,000 developers to the Moscone Center in (unusually) sunny San Francisco for a variety of interactive roundtables and talks on subjects like Android, Google Maps and Google Apps for the Enterprise.


We'll be back with more news as the conference progresses. In the meantime, you can follow updates on the @googleio Twitter stream; videos of all sessions will be available on code.google.com shortly after they conclude.

Update @ 3:20PM: Videos from Day 1 of Google I/O are now available on our YouTube playlist.

Thinky stuff: Armed Assault 2, the behemoth to be

Armed Assault 2 is slated for a June 19th release worldwide.  For most, this game will be passed up on the shelf for other blockbusters also being released around that period.  Only a select few will actually either go out of their way to pick this up or be brave enough to give it a go.

Why?  

Armed Assault is like Microsoft's Flight Simulator.  For most, it is that game in the clouds that are meant for the hardcore guys whose idea of a good time is sitting in a ditch for two hours with a gun in their hands.  Or spending hours on end, setting up a flight and being a make-believe pilot.

It fulfills a niche market of gamers that like their military games hardcore, realistic and simulator-like.  Of what little time I spent with Armed Assault, I was researching on the Net and came across interesting communities made up of either ex-military, or military nuts who spend their weekends coming up with elaborate campaigns for its members, complete with pre-mission briefings, training, and then the actual execution.

For the rest of us, we instantaneously get cut down by enemy fire in the first five minutes of the game and turn it off, choosing to play the Call of Duties and Brothers in Arms of the world.  Games that pat you on the back and say, "It's alright, you're amazing at shooting games" instead of Armed Assault, which has no time for you "casual" gamers.  The keyboard controls alone were definetly more than just WASD, overwhelming, but showed the flexibility offered in real military combat.

Armed Assault 2 promises 4-man drop-in drop-out co-op, open-world combat, more vehicles to tinker around with, the ability for you to be an ordinary soldier al the way to commander with its RTS-lite elements where you command squads - a cross from what I've read, between Brothers in Arms and Company of Heroes.  But most importantly, a level editor that will blow anything else before out of the water.

Apparently it is drag and drop; with the click of a mouse, you'll instantly populate a flat terrain with villages, hills, swamps, cows, and tractors, and anything you'd care for.  Suddenly, making a campaign for your friends is a cinch.  None of that fiddly scripts-heavy stuff like in Neverwinter Nights 2.  

It could be too intense for those looking for a no-brainer experience.  

But at the same time, if you are like me, striving for gaming Nirvana, such a game as Armed Assault cannot be passed up.  It is that behemoth that will not be easily tamed, a beast of both beauty and punishment.  It'll probably give me as hard a time as the original one did, and I may find myself too weak to keep trying, but it is a game, if pulled-off right will change the face of military simulators forever.

Why do I say this?  Bohemia Interactive is giving a lot more in this game than the first one ever did, from the little details about intel needing to be gathered from civilians, to requiring translators for the US Army in a foreign country, to the obvious combat elements such as rate of fire and weight, etc.  It is that realistic game that we all say we want but no game developer has the guts to make, because it is just not a profitable end for a mass market.

But these Bohemia dudes are going that route.  They are going to build "that game", and it'll be talked for eons if they get it right.  Granted, Armed Assault was a buggy game vanilla, and it required a lot of patches, and community mods to be playable at the very least, but till this day, there are fully-grown men who are lost in imaginary worlds executing assaults or recons, and feeling nearly as much machoism as being in the real military can provide.

It is interesting to note that at the same time this game is in development, so to is Codemasters Operation Flashpoint: Dragon Rising.  Another military simulator that hopes to blow realism out of the water, and this will be a formidable rival what with Operation Flashpoint being the household name for military awesome.  When I have more information on this, I'll make comparisons, but for now, all eyes are on the underdog Armed Assault 2.

This is a game for the fans definetly.  But it is also a game for a new generation of gamers that show off their versatility in interest; the ones that may not be so into military simulators, but at least should give it a try and say, "Yes, this is how hardcore games can be, and I may suck at it, but at least I tried it.  It is as legendary as they say it is."

Because, I'd hate to see that such a behemoth remain in the dark, unnoticed by the world because it is not ready for such brilliance.  Oh, and did I mention the graphics is amazing?  Here's to hoping Bohemia first and foremost fulfills my expectation that this will be genius.


Tuesday, May 26, 2009

Thinky stuff: GTA IV DLCs neglected on PC

A second Xbox-360 exclusive DLC for GTA IV has just been announced. "The Ballad of Gay Tony".

Rockstar founder Sam Houser says, "Liberty City is the most vibrant game world we've created yet. The episodic structure has allowed us to interweave stories, gameplay and atmosphere in a whole new way."

This statement, and the entire announcement got on my nerves because the PC is completely being neglected (no one cares about the PS3). Bethesda did good when they did multi-platform releases for all three of their DLCs for Fallout 3 so why can't Rockstar follow the same route? I'm very sure there are a lot of PC-only fans of GTA IV who'd love to play through Lost and the Damned, as well as the soon-to-be-released The Ballad of Gay Tony.

I for one had a very awesome experience with GTA IV, with none of that stuttering technical issues crap. So please the PC fans a little, Rockstar.


Review: Crayon Physics Deluxe

Now, for those who've read this blog for awhile now, or read any of my previous stuff know that most of the time, I'm apt to talking about the shiny games. The ones built by mega corporations, and even if it seems like I'm buying into the face of consumerism, it isn't such a bad thing (yet) in the case of video games.

But every now and then, indie games would still come along and blow me out of the water. Braid is one such game. Although I have to also confess that I still haven't gotten around to fully paying attention to World of Goo. I don't know, perhaps I have strange issues with that game, but I seriously got to sit down to it one day.

Here, I'm going to talk about Crayon Physics Deluxe. The game's a tiny software, seriously removed from any shiny 3D graphics. It's all 2D, looks as if drawn by a 7-year old kid with crayons, but here's the fun catch. All the simplistic drawings of objects like squares and circles in the 2D world move according to physics and weight, and puzzles have to be solved by drawing in objects that come to life.

So if for instance, I had to nudge a ball down a gentle slope towards a star I have to collect, all I had to do was draw in a square just above and behind the ball, and it would appear in the world, drop down and hit the ball to roll down the hill. It's almost... "magical".

You have games like Braid and World of Goo that challenges your brain into coming up with exciting solutions to exciting puzzles, but Crayon Physics Deluxe is seriously the anti-puzzle in that regard. Why? There is no timer, no number of lives, if you screw up a puzzle, just try again. The level is small enough it fits one frame, and most can be completed in under 5 minutes each. You collect a star at every puzzle and accumulate enough to move islands, of course the challenges getting more elaborate as you go on. There is no story to compel you, just a continuous string of "drawings" or puzzles that surprisingly are very unique from one another almost all the time.

But the most anti-puzzle aspect of this game is that almost all puzzles can be completed based upon what you think is the best physics solution to the problem. There is most likely an "elegant" solution - the one that best represents the puzzle in complement, but it is also entirely possible to wing it by drawing absolutely anything that could nudge the ball along, even if it is crude, messy, and completely experimentative. Thus, whilst the sandbox element is refreshingly fun, it is also the game's biggest flaw.

As a puzzle game, it fails to make you see the revelationary solution to each puzzle, instead saying that you have free rein to do what you like and possibly miss the point everytime. To me, it feels more like a toy in that regards. There isn't that awesome satisfaction and warmth in my belly I get with games like Braid when I've solved a hard one. There is no sense that I one-upped the creator Petri Purho.

And that's why after awhile, if you have my extremely short attention span, you're going to find each puzzle get more and more tedious. Just draw enough lines, cubes, bridges, and pulleys to drag the ball in the right direction, even if it necessarily doesn't work the smoothest. When you start playing, the easiness of the initial challenges as well as its simple accessibility make you keep doing puzzle after puzzle, and I pretty much breezed through half the game in under 30 minutes. But they do get harder and require a little more thinking after awhile. But because they hadn't felt rewarding in the first half, nor give me any concrete validation that the puzzles require a special angle to tackle, I just didn't feel like going on entirely.

I am trying my darndest to keep at the game, as it seems anyone else who touches it thinks its gold. It probably is, in that magical, feel good sense that most commercial games of today seem to be devoid of, and yet once again, I find it hard to see this game as anything other than a toy. The physics is top-notch and doesn't feel very awkward, and it is definetly very polished.

When you draw an object to life, it isn't like some other games where all you are really doing is swishing your mouse about to nudge a pre-set object to existence. This game really is fantastic in allowing you complete control over the 2D shapes you make, and it is funny to see them all come to life in crudity and oddness.

Crayon Physics Deluxe won the Seumas McNally Grand Prize at the Independent Games Festival in February 2008. That should convince you to give the game a try, and yet, I think I still preferred the game in its prototype demo stage back last year. It just had four or five levels, and the only thing you could draw was a square, as opposed to the Deluxe which let you draw any shape to life. The shorter span gameplay meant it really honed in on the novel idea that things you drew came to life, and that they came to life in a 2D world with realistic physics. There isn't really much else that could be expanded on that idea, and that's where to me, Deluxe fell short.

The graphics are pleasant to the eye and never tiresome in its simple garishness. Lines and objects you draw change color each time, and the animations are very Little Big Planet-esque in their "magical" cartoony kiddy-ness - for the lack of a better description. Unfortunately, the music didn't appeal to me as much. Braid and World of Goo had mega soundtracks of atmosphere and epicness, which I think indie games have to tap into for a holistic experience. With Crayon Physics Deluxe, there are just three ambience tracks that loop over and over, and whilst they are soothing, hearing them over and over again kind of negatively adds to the idea that the game is a never-ending trial and error draw-fest to win.

Probably this game would appeal to anyone other than me, but also be exciting for casual/non-gamers. The high level of responsiveness with the drawing of your mouse/finger (it's on the iPhone and iTouch too)/tablet PC makes it a fun experience for those who've never tried it. And for those that are going to enjoy it immensely and want more, a level editor is included to build your own, or play around with others.

At the end of it all, it should be given a chance, but it could either be well-liked or just cynically destroyed as in my case. Perhaps I've lost all the innocence and good in the video gaming world, and I just like to see results. But that's the beauty of the game I guess, it doesn't pressure you into thinking anything about it nor tell you this is how you are supposed to play it. It just exists, and to charm your life for a little while.

Monday, May 25, 2009

Thinky stuff: Bioshock and seriously thinking about it

I am always grappling with Bioshock as a game. Sometimes I think I know it and can give a very clear opinion of the game, and sometimes, I really have no clue what I'm saying. So I stumbled upon a nice article by Kieron Gillen from Rock Paper Shotgun (my favorite gaming blog site) he wrote back in 2007 in defense of Bioshock from all the anti-Bioshock people out there.

It had very convincing arguments as to why Bioshock is more than just a commercial game and that there are several sublayers of genius to be understood if you step back and look at the big picture as he did. Damn, these Rock Paper Shotgun journalists are truly godlike in their contemplation.

Read it here and be amazed at the things you never thought about the game.

Perhaps I should really go back and play again to appreciate, not just to shoot things like a dumbass.

News: Resident Evil 5 coming to a PC near you, and Modern Warfare 2 full trailer

First of all, Capcom has announced, albeit a little while back, that Resident Evil 5 will indeed be coming to a PC near you. I'm personally excited about that because I loved Resident Evil 4, and was the first ever Res Evil that I played through and finished on the PS2. Perhaps that had something to do with the fact that it is less survival horror and more mindless shooting of zombies than most people would like to admit.

Reviews weren't entirely awesome for Res Evil 5 on the console back when it was first out, but meh, I'll still give it a go.


Second thing, and more awesome than the first, is the new Modern Warfare 2 trailer. None of that teasing nonsense that Infinity Ward loves to do, but an actual full-blown one that you can see extended sequences of things in action. Fun stuff. Lots of blowing up and Hollywood-esque crazy. Like I said before, probably very unrealistic but fun to play. The graphics look improved for sure, and the story apparently picks up from the last game. Also, set in an interesting South American location. No sign of Captain Price though.

UPDATE: If you listen carefully, one of the voiceover says "He's got a contact in Rio..." meaning Brazil. Yes, oh yes. I have been pleading with the higher powers of gaming for this day. After watching the amazing movie Tropa de Elite about the BOPE squad in Brazil, I just wanted somebody to make a game based upon the drug wars in the favellas in Rio.

Now Playing: Fallout 3 - The Pitt and Broken Steel DLCs

"And war... war never changes." I love it when Ron Perlman goes all gruff and dramatic voice-actery (if there is ever such a word) for games like Fallout 3. It shows he is versatile from doing other er... gruff stuff like Hellboy.

Anyway, I have returned to the Wastelands in a bid to end the war with the Enclaves and visit a massive raiders encampment in Pittsburgh. The two highly-anticipated DLCs for Fallout 3 (the last two of three - the first being Operation Anchorage which looks really pointless) that promises more hours to waste for wanderers and also rewrites the controversial ending of the vanilla game, giving people the open-ended exploration that was so popular with Elder Scrolls: Oblivion.

I remember how much I loved Fallout 3. Having not played the first two games means I was not privy to the mind-blowing awesomeness that were the classics. People were bound to make heavy comparisons, and whether the latest one by Bethesda is in the likeness of the originals by Interplay. But personally, I thought it was a top-notch game in itself, and heavily improves on the RPG-lite elements that was in Oblivion. This was a game that truly allowed you to live a character based upon the choices you make, in the world and in your development.

But I'm here to talk a bit about the DLCs. Because I got into the DLCs late, I got both at the same time but wanted to play from the end of the my original game. This means that The Pitt will have to wait, whilst I traipse off to make the final push against the Enclave (the evil dudes in Fallout 3) in Broken Steel.

Having dropped off the game for about a month and a half now, at the very least, it took me awhile to get back into the system and the odd-but very well detailed graphics. VATs was very crazy to come back to, after having played hyper shooters like Brothers in Arms and Team Fortress 2. But it's still fun as ever to pop off heads and see it all cinematically (watch and learn, Gearbox, your system wasn't as spectacular in BiA: Hell's Highway).

But I found that that initial excitement I had in Fallout 3, at the immersive world and expansive play kinda' had disappeared in the period after I stopped playing. Coming back to it, now I found the long roams through the empty and desolate Wastelands rather tedious and depressing. Well, it was depressing when I played it the first time round, but at least then I was happy to be depressed by the atmosphere. Now, it's just plain daft.

But I'm going to give myself time to settle back into the intensity. The difficulty has certainly ramped up. The moment the game went "The level cap has increased from 20 to 30", I was like "uh-oh", and ran away from every Giant Scorpion I saw out in the open. Those things can really take your life down. Thankfully, I still have Fawkes, the intellectual super mutant good-guy with the big gun (kind of reminiscient of the Heavy in TF2), and he can soak up damage and shoot things down for me.

Broken Steel is quick to get into the thick of things, which is commendable. Instantly upon waking from unconsciousness after saving the world in the original, you are knighted a member of the Brotherhood of Steel and told to "go here, meet X guy". You, X-guy (not his actual name, but he's not important), and his squad take the fight with Liberty Prime (big giant good-guy robot that shouts "I would rather die that live in Communism") to the Enclave at some base, only to discover they have a mega-super-death orbital ray beam up their sleeve. You are tasked in tracking down the last of the bad guys before they use said weapon to eradicate all of humanity, or something to that effect.

And that's as far as I've gotten before I turned off the game and went back to the twitchy and skill-rewarding Team Fortress 2. BOOM! HEADSHOT!

Anyway, a proper review when I've finished both DLCs. There is a sense that the game could get pretty epic. And new skills to tinker with from level 20 to 30, yay! So far, it looks to me like the DLCs intended purpose is to keep fans playing and happy, but if you are curious but not entirely excited, there doesn't seem much else different from the original.

Sunday, May 24, 2009

Corel Digital Art Competition 2009 Win Cash


Discover the freedom to create your way in the Corel 2009 Asia-Pacific International Digital Art Competition. From now until the end of May 2009, share your designs with the world and grab a chance to Win Great Prizes. Grand prize valued at US$12,000! Find out more and submit your entries at http://www.corel.com/apac-contest Be Sure to Leave Your Comments!

Saturday, May 23, 2009

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Thinky stuff: Sims 3 leak very real and Team Fortress 2 update madness

I won't dwell on this issue too long because for some people, this may be a very good thing, and for others, well, they'll wait till it's released on June 5th to get the real thing. But it is very much true that the Sims 3-Reloaded rar files that are dotting the Internet stratosphere as we speak, are indeed a pirated version of Sims 3.

UPDATE: I've read a response from EA reps that the Sims 3 leak is, to their advantage, an incomplete "beta" of the game. Apparently it is buggy, glitchy, and is downright missing many of the furniture, traits, etc. bits and bobs of the game that would inevitably make it enjoyable for the end-user. So readers, buy the full game please.

NEXT. Team Fortress 2's updates have been go since yesterday morning and everyone has dove right back into the celebrated fray. And as the icing to such a delicious cake, Steam has given every who hasn't had a go a chance to think about it with the Free Weekend and discount. I was in some ways slightly retarded in having purchased my copy 4 days earlier at $26 when I could've gotten it for $13. *sigh* such is the bane of early adopters, whether it be games or electronics. Hell, I thought I was doing myself a favor of waiting to buy the game two YEARS later from its release.

Well, it wasn't an entirely horrible decision because the game is awesome as ever. And Steam has implemented a new system for its weapon upgrades. Pre-latest update, the way it would work is that for every class with new weapons to unlock, players had to grind away at a number of class-specific achievements in order to get those items. Made sense right?

But this brought up a whole lot of problems. In alienated the "noobs" who found it took longer and harder to achieve some of the crazy things that Steam wanted you to do (i.e. snipe this many people without dying, etc.). It also brought up "Achievement-hack" servers that tried to fast-track getting the weapons or achievements that people were after. The game became another World of Warcraft with all its grinding, statistics, and removed, for the lack of a better word... its fun-ness. Suddenly, all the 15-year old teens with hyper trigger fingers were harping on people who didn't have the Force-a-Nature or Natascha.

So, in a bid to make sure everyone gets rewarded for just having fun with Team Fortress 2, Valve made all item unlocks randomized, and based upon time played. Meaning after an hour or two, you may get a random item, just like that. The only two problems that arise with this are, number 1: people are going to be impatient, and some people are going to get weapon unlocks faster than others. Number 2, why on earth would a sniper looking to get the huntsman bow want the spy's ambassador revolver? And apparently (although I have thankfully not experienced this), you can get the same random item as many times, which could prove retarded if you have played for many hours in hope of getting a specific item, only to get many of another. And Number 3, there is somewhat a tinge of jealousy in seeing someone else get that very weapon you are after, like the little boy who is green with envy when his classmate brings his new gameboy to school.

But Valve has reassured on their blog that for most average players, by about a couple of weeks, they should get at least 20 weapon unlocks.

But for now, I feel it's a good system because people like me who are beginners, still have a chance to get higher powered weapons and play around with them, and not have to spend eons shooting people's brains in order to get the next weapon. Others disagree, and prefer that you are "rewarded" for your dedicated playing skills, but for now, Steam is going with the path they have chosen.

All in all, the new updates are fun, a chock full of achievements for the spy and the sniper, some very easy to get and makes you feel good instantaneously whilst the rest still border on the insane, and require either a sleight of hand or a lucky situation (like having your cigarette lighted by an enemy pyro meaning you have to purposely stand there and execute the action as the enemy is about to set you alight).

For those who have yet to try Team Fortress 2, I urge you to have a go during the Free Weekend, and the game is so dirt cheap it's a crime.

Friday, May 22, 2009

Fellow adventurer, turn back while you can!

Crikey, it's been a while. What can I say, life gets busy, and games sometimes just can't be a priority. I know, it's crazy talk. I meditated long and hard, facing many demons, moments of utter despair, but I couldn't get past the conclusion that sometimes Free Gamer won't be on my list of things to do. Fortunately Q has been on top of things so it's not silent when I'm off the radar.



Today is a temporary reprieve, brought on somewhat by enjoying the current development pace of the Scourge project. Timong, of JCRPG fame, has been taking a break from Java coding to indulge in his new found passion for music composition. You can listen to the new main theme music he has composed for Scourge, one of many he has contributed lately. I think it sounds pretty damn good. Meanwhile you can now roam around a massive persistent outdoor world in Scourge, with generated villages and NPCs as well as varying climate and weather conditions. It all sounds quite impressive.



IVAN


On another dungeoneering frontier, Iter Vehemens ad Necem (aka IVAN) is probably the most challenging and addictive nethack variant I ever played. (Although I only ever played a couple.) It has surprisingly good 2d graphics, which aren't done justice by the screenshot, but alas development stalled after 2005. The IVAN community seems to be filling the void left by the developers who[se motivation] seem[s] to have met some kind of gruesome demise - perhaps their brains turned into banana flesh by a vindictive god.



There is the IVANX project which seems to pull together a lot of the popular community contributions, and should be more likely to compile on Linux. There's also LIVAN which stands for Linux IVAN, thus should compile on Linux. Neither compiled for my Fedora laptop, somewhat thankfully as it means I can't play it and thusly be more productive! \o/



IVAN 3D


Of extra interest is IVAN 3D which turns it into a bit of a funky pixelated adventure. There's obviously quite a few challenges to overcome when transposing a totally 2D described game into a 3D world without it looking a bit other-worldly. Still, I don't think pixels are a bad thing. After all, it's a game, not a life simulation!



OWS


Hey look, Open World Soccer is moving steadily towards being a modern Sensible Soccer clone. Impressive looking! However the AI doesn't do too much yet, just keeping the two teams level with the ball.



Raidem is one of those vertical scrolling shooters, a nice classic pixel explosion fest. It is surprisingly well done, but it's also bloody hard - I never survived more than 20-30s. From the intro screen, it looks like the author needs an additional graphic designer but other than that it's a very nice looking game. No development since 2006 though so I guess it's to be taken as-is.



Another game that is surprisingly well done is Abe's Amazing Adventure. It looks weird, really weird. However the animations are very smooth and the game plays pretty well, far better than it looks. Still, I couldn't quite get over the game's oddness.

Thursday, May 21, 2009

New logo look

You may have noticed new logos at the top of some of Google's web pages, including Google Labs, Google Moderator, and Google Code. These are the result of a new logo design we are rolling out. We hope this design freshens up our look as well as improves consistency and ease of use across our sites. Now, our product names will appear in clean, simple blue lowercase type alongside the Google logo as shown here:

Since the logos appear in many different locations and sizes on our websites, our new designs are standardized to be the same size and color wherever they appear. This should make it easier for you to recognize which site you are on and navigate to wherever you want to go. They are also consistent across all our international domains, which is especially helpful for people using right-to-left languages such as Arabic and Hebrew.

We are happy with this change since it will help us streamline our user experience. Count on seeing the new logos rolling out to Google Maps, Google News, Google Docs and more over the next few weeks.

Netlog integrates with Google Friend Connect

When we started building Friend Connect, we wanted to provide a fully open system — one that lets you join any website and interact with the people there in a meaningful way, regardless of where they come from. To enable this kind of engagement, we used open standards like OpenID, OAuth, and OpenSocial as underlying technologies, enabling any other service to plug into Friend Connect.

Today, we're excited to share that Netlog has used these open standards to integrate their social networking service with Google Friend Connect. Now, Netlog's more than 45 million users across Europe can:
  • Sign into any of the millions of sites and blogs using Friend Connect with their Netlog credentials
  • Use their Netlog profiles on these sites
  • See if any of their friends are already members of the same sites and invite other Netlog friends to join
  • Share their Friend Connect activities with their friends on Netlog, and
  • Send messages back to their Netlog friends
Additionally, for sites that are already using Friend Connect, one of the benefits of this standards based model is that they can take advantage of any new service that chooses to join this open ecosystem, like Netlog, without any additional work. The new network option simply appears.


Any social network or service, whether they are large or small, regional or global, niche or general audience, is welcome to take advantage of these open standards to integrate with Friend Connect, and participate in an open social web.

Put the pedal to the metal with a faster Google Chrome

We introduced Google Chrome back in September, and it's received a great response so far. Since launching, we've been working hard on adding the top requested features and making Google Chrome even faster.

Today, we are updating to a new version of Google Chrome that is faster than ever. JavaScript-heavy web pages will now run about 30% faster. See the chart below or compare scores yourself.

Additionally, we've added some useful features like form autofill, full screen mode, and the ability to remove thumbnails from the New Tab page. Here's a short video demonstrating some of this new functionality:



If you're already using Google Chrome, you'll be automatically updated with these new features soon. If you haven't downloaded Google Chrome, get the latest version at google.com/chrome.

To read more about this update, visit the Google Chrome blog.

Wednesday, May 20, 2009

News: Sims 3 Leaked!!!

EA's move for the fans to not implement the iron-fisted DRM in a blockbuster release of the year, Sims 3, has led to the game being leaked and downloaded 2 weeks before it is slated for release (June 5th).

Apparently, the game was supposed to have been released earlier in February, but a strategic decision to delay the game in order to give it the proper marketing boost has only led to such a tragedy.

Other gaming news sites are confirming now as to whether or not the Sims 3 torrents floating around are indeed a full copy of the game. It is a horrible case of irony as EA had decided to leave DRM out thanks to the debacle surrounding Spore last year, but the wide-spread piracy of Sims 3 will only serve to create more mistrust amongst game developers towards audiences, and bring back the good ol' DRM.

Faster is better on Google Suggest

As we prepared to write this post, we discovered a common childhood passion for fast things: high-speed trains, roller coasters, firetrucks, and more. That may be a key part of why we're so excited to be working on Google Suggest, since it saves time by giving suggestions as we're typing our searches.

Today, we're introducing more features to Google Suggest to help you make your searches even faster. These features are rolling out gradually, so you should be able to see them soon.

Suggestions on the results page
Previously, we only showed suggestions based on your original search input. Now, when you make a search from a results page, we provide suggestions that relate to the current results page. As you can see in the example below, if your previous search was for roller coasters, when you begin a new query the first few suggestions are still related to roller coasters — helping you refine your search queries to quickly find what you want.


Personalized suggestions
Trying to remember that query which gave you the best results? You're not alone! We estimate that about a quarter of all signed-in searches are repeats from the past month. Now, if you're signed in with your Google account and have Web History enabled, we may show some of your relevant past searches as you type. Personalized suggestions will make it easier and faster for you to repeat searches that have worked before. Or, if you need to step away in the middle of a search task, this will help you continue your search tasks at a later time.


You can remove a personalized suggestion that you do not like by clicking "Remove", which will remove the search from your Web History. You can also remove searches from your Web History directly, manage Query Suggestions on the preferences page, or sign out of your Google account entirely to stop seeing personalized suggestions.

Navigational suggestions
If your first keystrokes indicate that you may be looking to navigate directly to a specific site, we'll list it and send you straight there if you click on it.


Sponsored links in suggestions
Similar to the navigational suggestions above, sometimes we detect that the most relevant completion for what you're typing is an ad. When an ad is shown, we mark it with the text "Sponsored Link" and a colored background, as on the results page.


We are also introducing a couple more changes to Suggest: we will no longer show the result count for items in the suggest box (we've gotten feedback that the numbers were not helpful in comparing the relevance of the queries) and we now bold the text of suggestions to help you more quickly scan the list. To learn more about Google Suggest, check out the help center.

We hope these new features save you time, so that you can get back to roller coasters, high-speed web surfing, action movies and each other that much faster.

Change What your Power Button Does

It's time to think outside the box on this Quicktip. The power button on the front of your PC; what does it do? It tends to put my computer at home to sleep when I press it, but what if you've got other stuff you'd rather it be doing?
What about just shutting the system down? Perhaps you'd like it to make your PC hibernate? Shoot, what if you don't want it to do anything at all?
Here's the tip.
For Windows Vista:Type “Powercfg.cpl” in the search box minus the quotes. Once the Power Options window appears, click on “Choose what the power button does” off to the left. Here, you can assign a function to the power button and away you go!
For Windows XP: Click Start>Run and then type in “Powercfg.cpl”, once again, minus the quotes. Under the Advanced tab you'll see options for how you want the power button to react to your press. Funny, though, that only XP gives you the option to have Windows ask you what you want to do when you press the button. This option is strangely absent in Vista. I guess Vista doesn't ask, Vista only tells!
Did you like this Quick Tip? Did you not? Let us know by rating or adding to it here:http://www.worldstart.com/tips/tips.php/change-what-your-power-button-does
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Conserve your LCD Monitor's Lifespan
Like all electronics, LCD monitors have a lifespan. Usually, this can be up to ten years or so, but even after only a couple of years our monitors can begin to dim; giving us a dark, eye-straining image that can make it difficult to get anything accomplished! You can tweak the brightness, fiddle with the contrast, but the damage has already been done. Your backlight is dying and you need to start shopping for a new monitor.
But wait! Say the monitor you're using still looks good at the moment. Is there any way to prolong the life of your LCD?
Why, yes, folks, there is! It's really easy, too! Notice the row of buttons on the front or side of your monitor? That's the adjustment panel. Here, you can set your monitor's brightness, contrast, horizontal and vertical positioning and a bunch of other settings to make your viewing experience better!
For now, all we're concerned with is the brightness and contrast. To make sure the backlight in your monitor lives as long as possible, turn both of these down a bit; just to tolerable levels. This takes the strain off of your monitor's backlight and will ensure that your investment sticks around for awhile!
As an added bonus: Here's a neat site that has all sorts of tests and explanations to keep your LCD monitor looking good and performing up to spec: http://www.lagom.nl/lcd-test/
Keep it alive!
~ Be Sure to Leave Your Comments!

News: AvP Resurrection! Yeah, it is!

Woweewow. Aliens Versus Predator. The once king of fast-paced horror and kickass FPS. The game where you could actually impregnate a human's face as a face-hugger. Or pin heads to the wall with your trophy-hunting as Predator before Half-Life 2 came along with the crossbow gun. And the Marines, the macho-istic kickass soldiers from the not-so-distant future armed to the teeth and hell-bent on eradicating those mean, fast moving motherf*kas.


Those were the good ol' days. And that was before Hollywood came along and tore a big hole in the game series with those shite movies. Apparently AvP will be back, in a somewhat updated, reboot fashion. And it's created by the folk who did the original that I so love.

For now, only press release type info from Sega, about how the game will be huge with focused campaigns for each of the three races - Marines, Aliens, and Predators, on top of a mega multiplayer three-way slugfest. I remember the Marines' campaign in the original one being a scary mofo ride, the only game so far in my history as a gamer that had the right atmosphere to freak.

Now, the most interesting bit in all this, is the fact that it'll be released in 2010. Another game that will be released in 2010 which is also interesting, is Gearbox's (Brothers in Arms folk) own Aliens game called Aliens: Colonial Marines. If you've read the review I just posted on BiA, or know BiA, you'll know that Colonial Marines will be exactly that; a tactical squad based shooter set in the Aliens universe. I don't know about you, but that gets my juices flowing. But info on that is near-dead, in fact, rumors are floating around that Gearbox has stopped working on it. Fingers-crossed that ain't true, but for now, AvP is back for certain.

Here are some screen-grabs courtesy of Rock, Paper, Shotgun. In my opinion, the graphics look awesome, very photo-realistic and also very Crysis. I wonder if they are using the CryEngine?


Congratulations Eric Yang, winner of the 2008-2009 National Geographic Bee

1. Timis County shares its name with a tributary of the Danube and is located in the western part of which European country?

2. Name this eastern European capital city, where a flight from the southeast would approach the city by flying over the Rhodope Mountains.

3. Name this city in Oceania, the largest on South Island, where a flight from the west would approach the city by flying over the Southern Alps.


If you're stumped, you're not alone! For 55 fourth- to eighth-graders, though, these sorts of questions represented the culmination of months of hard work studying maps and absorbing geographic knowledge.

Earlier today I had the honor of speaking at the championship round of the 2008-2009 National Geographic Bee — moderated by Jeopardy!’s Alex Trebek for the 21st year. This year, Google Earth is sponsoring the Bee in support of its mission to raise awareness and support of geography education. Held at National Geographic’s Washington, D.C. headquarters and broadcast on public television stations across the country, the competition inspires and challenges students to better understand the world around them. 

Eric Yang, who didn't miss a single question in the finals, won on the third question of a tiebreaker round by answering the first question above. Eric, a 7th grader from Texas, has already scored 2200 on his SATs!

It wasn't just the students who came away from the day re-energized and excited about geography. I was also lucky enough to meet a number of passionate educators like Rebecca Montgomery, a teacher from Mississippi, who administered the state bee there this year and told me that "the bee had a tremendous impact on our schools this year and I know now what we need to do to get kids ready to learn geography."

Here at Google, we're always excited to see how innovative teachers are using tools like Google Earth and Maps to engage students by putting the world's geographic information at their fingertips. I'm particularly happy to have been part of the Bee today because geography and mapping were such a big part of what led me to help create Google Earth. I'm not the only Googler who fell in love with maps at an early age, though. Check out this video to see how some of my fellow mapmakers started down the path that eventually brought them to their current profession:



We'll be watching to see what lies ahead for today's passionate young geo whizzes. Congrats again to all the Bee competitors, and happy exploring!

Answers: 1. ɐıuɐɯoɹ 2. ɐıɟos 3. ɥɔɹnɥɔʇsıɹɥɔ 

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