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Friday, July 30, 2010

Google Apps highlights – 7/30/2010

This is part of a regular series of Google Apps updates that we post every couple of weeks. Look for the label “Google Apps highlights" and subscribe to the series. - Ed.

Over the last couple of weeks, we introduced several new capabilities in Google Docs for documents and drawings, and added the ability for organizations to tailor Google Apps to meet the needs of different groups within their organizations. We also launched a new version of Google Apps to meet the security and policy needs of government agencies in the U.S.

Document translation and undo smartquotes in Google Docs
On Tuesday we introduced automatic document translation to the new document editor in Google Docs. This allows you to instantly convert your document into any one of the 53 languages, powered by the technology behind Google Translate. And while we were at it, we added the ability for you to change smartquotes—angled quotation marks—back to straight quotation marks by pressing Ctrl-Z (Cmd-Z on a Mac).


Zoom and more in drawings
Last Monday, we also made improvements to the drawing editor in Google Docs, too. You can zoom in several different ways now: with the toolbar zoom icon, by drawing a rectangle around the area to zoom, zoom options in the “View” menu and with zoom keyboard shortcuts. We also introduced several changes to the shape-drawing tools, including pie and arc drawing improvements, the ability to duplicate shapes while resizing and rotating, new line ending decoration controls and new style options for the corners of shapes.




User policy management
One of the top requests from businesses, organizations and schools using Google Apps has been the ability to enable different applications for different groups within the organization. For example, a K-12 school may choose not to give Chat to students, but still allow faculty and staff to instant message with each other. Last Tuesday we launched user policy management, which lets administrators divide their users in to organizational units, and give each group access to different sets of services.


Google Apps for Government now available
On Monday we announced Google Apps for Government, a new version of Google Apps specifically tailored to the policy and security needs of federal, state and local governments in the United States. In addition to the applications and administrative controls available in the business edition of Google Apps, the service for government agencies has received Federal Information Security Management Act (FISMA) certification and accreditation from the U.S. General Services Administration, the first such certification for any cloud computing messaging and collaboration suite.

Who’s gone Google?
To go along with the launch of Google Apps for Government, we’re excited to share stories from two government organizations who are now using Google Apps. The U.S. Navy InRelief program is using Google Apps to improve coordination in disaster relief efforts, and the Berkeley Lab, a member of the National Laboratory system supported by the U.S. Department of Energy, is using Google Docs and Sites to support better collaboration among scientists and researchers.



We’re also thrilled to welcome another new crop of schools to Google Apps. Haverford College, Wayne County Community College District and Westwood College are all going Google!

I hope you're making the most of these new features, whether you're using Google Apps with friends, family, coworkers or classmates. For more details and updates from the Apps team, head on over to the Google Apps Blog.

Tom Clancy's Splinter Cell

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 Also on: GCN , PC, PS2, Mac, Cell, GBA
Genre: Third-Person Adventure
Publisher: Ubisoft
Developer: Ubisoft Montreal
GAME INFO
Third-person stealth action game, puts you in control of Sam Fisher, an ex-CIA, ex-Navy SEAL who's called into service at the request of the National Security Agency. The NSA has commissioned a new sub-agency called Third Echelon to gather intelligence in the colder, more cruel geopolitical landscape of 2004. Third Echelon has the latitude to deploy Splinter Cells -- such as Sam -- highly trained operatives who are granted the "Fifth Freedom" to do whatever it takes to protect the country. The downside is that if Sam's ever caught doing dirt, the US government will disavow any knowledge of his existence. The gadget-laden action game features 14 missions and 13 hi-tech weapons.
MINIMUM REQUIREMENTS
System:
PIII 800 or equivalent
RAM:
256 MB
Video Memory:
32 MB
Hard Drive Space:
1500 MB




MEGAUPLOAD LINKS
300MB





Tom Clancy's Splinter Cell Double Agent

Description-

The best-selling Tom Clancy’s Splinter Cell® saga takes on an entirely new direction. In the highly anticipated sequel to the 2005 game of the year, Tom Clancy’sSplinter Cell Double Agent™, play as a double agent spy for the first time ever. Take on dual roles of covert operative and ruthless terrorist, where your choices of whom to betray and whom to protect actually affect the outcome of your game.

Experience the relentless tension and gut-wrenching dilemmas of life as a double agent. Lie. Kill. Sabotage. Betray. All to protect the innocent. How far will you go to gain the enemy’s trust? As covert operative Sam Fisher, you must infiltrate a vicious terrorist group and destroy it from within. You’ll need to carefully weigh the consequences of your actions. Kill too many terrorists and you’ll blow your cover. Hesitate and millions will die. Do whatever it takes to complete your mission, but get out alive.
Features

* Double agent gameplay and branching storyline:
Play both sides and decide between opposing NSA and terrorists objectives. You choose who’s priorities to support, and who’s to undermine. Your actions affect the story and gameplay, leading to shockingly different endings.
* Upgradeable weapons and gadgets:
As you progress get access to upgraded prototype gadgets and weapons, like improved night vision, based on your choices and covert skills.
* Authentic double agent tactics:
Use realistic tactics, based on testimonies of actual undercover agents, to sabotage the enemies’ plans.
* Don’t blow your cover:
Steal, destroy, kill, and evade the authorities. Do whatever it takes to make your mark and gain their trust.
* A world of International espionage:
Go from Shanghai and Cozumel to America itself, where New York City and Los Angeles are threatened by the terrorists’ agenda of destruction.
* All-new extreme gameplay situations:
Conduct your missions underwater amidst churning ice floes, in a blinding sandstorm, or even sheathed in dust and smoke.
* Innovative multiplayer:
The critically acclaimed multiplayer modes are back with new innovations and exclusives for each platform. Get recruited and earn rank upgrades, and sabotage and spy for your team.
Hardware Requirements
* Supported OS: Windows® XP (only)
* Processor: 3 Ghz Pentium® 4 or AMD Athlon™ 3000 (3.5 Ghz Pentium 4 or Athlon 3500 recommended). Game optimized for Dual-processor-enabled computers.
* RAM: 1 GB
* Video Card: DirectX® 9.0c-compliant, Shader 3.0-enabled 128 MB video card (256 MB recommended) (see supported list*)
* Sound Card: DirectX® 9.0c-compatible (EAX" recommended) - PC audio solution containing Dolby® Digital Live required for Dolby Digital audio.
* DirectX Version: 9.0c or higher (9.0c included on disc)
* DVD-ROM: 4x DVD-ROM or faster
* Hard Drive Space: 8 GB
* Peripherals Supported: Mouse, keyboard
* Multiplay: Broadband connection with 128 kbps upstream or faster
* *Supported Video Cards at Time of Release.
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Thursday, July 29, 2010

Splinter Cell 3: Chaos Theory

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Also on: DS, PS2, X360
Genre: Third-Person Action Adventure
Publisher: Ubisoft
Developer: Ubisoft Montreal
GAME INFO
Japan's creation of an Information Self Defense Force is deemed a violation of international law and of their own Constitution and ignites rising tensions between Japan, China and North Korea. Facing North Korean and Chinese blockades of shipping across the Korea Strait, Japan requests US assistance in accordance with American obligations under Article 9 of the Japanese Post War Constitution.
FEATURES
UNPRECEDENTED REALISM - State of the art graphics and sound technology collide to produce the most breathtaking gaming experience on any console. Advanced physics modeling enables rag doll physics, particle effects, and seamlessly dynamic environments.
STAGGERING REPLAYABILITY - Achieve primary and optional secondary objectives, and negotiate missions with multiple pathways. Strive for ultimate stealth and rank yourself with the all new post-mission statistics and scoring system.
TOMORROW'S STEALTH ARSENAL - Inflict devastation on America's enemies with the most advanced prototype weapons and gadgets, including electronic jammers and the newly customizable SC-20K modular weapons platform. Or get up close and personal with the vicious new combat knife.
DEADLY AGILITY - Take command of an incredibly fluid and expanded variety of stealth maneuvers including covert combat knife kills, crushing submission holds, and swift assault moves.
HUNT OR BE HUNTED - Take on enemies with clever A.I. that enables them to flank your position, take cover, and remember past events.
WHITE-KNUCKLE THRILLS - Unbearable, gut-wrenching moments of tension that will leave you gasping for air. A twisting storyline in a world threatened by a new brand of warfare.
TOP NOTCH TALENT - World-class performances include: Michael Ironside, reprising his role as Sam Fisher. Driving, atmospheric soundtrack by electronica genius Amon Tobin. Breathtaking cinematics created in collaboration with Andy Davis (director of The Fugitive, Under Siege, and Collateral Damage).
COOPERATIVE STEALTH - Play the first ever cooperative stealth action game. Coordinate infiltration missions with a partner against the A.I. online on Ubi.com. Innovative joint strategies take teamwork to the next level.
AWARD-WINNING VERSUS MODE - The universally-acclaimed Spies v. Mercenaries mode from Tom Clancy's Splinter Cell Pandora Tomorrow makes a triumphant return with all new gadgets, cooperative moves, humiliation moves, and new multiplayer modes. Dynamic, evolving environments with elements like destructible walls and actionable triggers ensure that no two matches are ever the same.
MINIMUM REQUIREMENTS
Supported OS: Windows® 2000/XP (only)
Processor: AMD Athlon or Intel Pentium III 1.4 GHz (Athlon or Pentium IV 2.2 GHz recommended)
RAM: 256 MB (512 MB recommended)
Video Card: 64 MB DirectX® 9.0c-compliant graphics card (128 MB recommended) (see supported list*)
Sound Card: DirectX 9.0c-compliant sound card (EAX 2.0 or higher recommended)
DirectX Version: DirectX 9.0c (included on disc)
Hard Drive Space: 4 GB
Peripherals: Windows-compatible mouse and keyboard only
Multiplay: 64 Kbps broadband (128 Kbps recommended)



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Splinter Cell Pandora Tomorrow

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Also on:Cell, GCN, GBA, PS2
Genre: Third-Person Action Adventure
Publisher: Ubisoft
Developer: Ubisoft Shanghai Ubisoft Montreal
GAME INFO
Tom Clancy's Splinter Cell: Pandora Tomorrow is a third-person stealth-based video game of 2004, developed and published by Ubisoft Shanghai, while Ubisoft Montreal, creator of the original Splinter Cell, was working on Chaos Theory. Pandora Tomorrow is the second game in the Splinter Cell series endorsed by writer Tom Clancy. The game follows the covert activities of Sam Fisher, an agent working for a black-ops branch of the National Security Agency (NSA) called "Third Echelon". The character, Sam Fisher, is voiced by Michael Ironside. Dennis Haysbert, at that time best known for his role as David Palmer on the television show 24 is the voice for the character Irving Lambert, Fisher's boss, making this the only time he is not voiced by Don Jordan. Lalo Schifrin provides the theme music for the game. The game has been translated to several languages for international distribution. Pandora Tomorrow was entitled Shadow Strike during its development.
The gameplay of Pandora Tomorrow is largely unchanged from the original Splinter Cell. The game features some moderate graphical improvements, as well as minor gameplay changes such as the fact that health kits are no longer an inventory item, and the addition of a laser sight to Sam's pistol that allows the player to know exactly where the rounds will strike, even when moving around. Also, Sam can now open doors while carrying a body, shoot while hanging upside down, SWAT turn past doorways unnoticed, and perform a half split jump. The pistol laser was replaced with an OCP and the SWAT turn was removed in Chaos Theory, the next entry in the series.
MINIMUM REQUIREMENTS
Supported OS: Windows® 98/ME/2000/XP (only)
Processor: 1 GHz Pentium® III or AMD Athlon™ processor
RAM: 256 MB
Video Card: 64 MB DirectX® 8.1-compliant video card (see supported list*)
Sound Card: DirectX 8.1-compliant audio card
DirectX Version: DirectX 8.1 (DirectX 9.0 included on disc)
CD-ROM: 8X CD or 4X DVD (16X CD recommended)
Hard Drive Space: 3 GB
Peripherals: Windows-compatible mouse and keyboard required (Game pads and joysticks not supported)
Multiplay: Broadband modem, 64 Kbps upload 
RECOMMENDED REQUIREMENTS
Supported OS: Windows XP
Processor: 1.8 GHz Pentium 4 or equivalent
RAM: 512 MB
Video Card: 128 MB DirectX 8.1-compliant video card (see supported list*)
Sound Card: DirectX 8.1 compliant and EAX™
DirectX Version: DirectX 9.0 (included on disc)
CD-ROM: 16X CD
Hard Drive Space: 3 GB
Peripherals: Windows-compatible keyboard and mouse with wheel; headset optional (Game pads and joysticks not supported)
Multiplay: Broadband modem, 128 Kbps upload 

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Tom Clancy's Splinter Cell: Conviction

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 Also on: DS, Cell, Mac, iPad, iPhone
Genre: Third-Person Action
Publisher: Ubisoft
Developer: Ubisoft Montreal
GAME INFO
An investigation into his daughter’s death unwittingly leads former agent Sam Fisher to discover he’s been betrayed by his prior agency, the Third Echelon. Now a renegade, Fisher finds himself in a race against time to thwart a deadly terrorist plot that threatens millions.
Uniting revolutionary gameplay enhancements with a high-octane, no-holds-barred storyline, Tom Clancy’s Splinter Cell Conviction arms you to the teeth with all the high-tech weaponry and lethal skills of an elite operative and invites you to enter a dangerous world where justice means making your own rules.
FEATURES
NEW LEVEL OF ACTION FOR SPLINTER CELL A full arsenal of cutting-edge innovations allow you to outflank foes with the Last Known Position™ system, tag and eliminate enemies using the Mark and Execute™ feature, and much more.
BLOCKBUSTER EXPERIENCE A unique storytelling style keeps you on the edge of your seat as you navigate the explosive world of a renegade agent where trust is impossible and justice requires you to go above the law.
JAW DROPPING VISUALS A revolutionary new graphic direction delivers an utterly seamless gameplay experience that’ll keep you totally engrossed in the story of Sam Fisher.
EXPLOSIVE ONLINE PLAY Brand-new addictive multiplayer modes amp up the dramatic intensity like never before.
SYSTEM REQUIREMENTS
OS: Windows XP, Windows Vista, Windows 7
Processor: 1.8 GHz Intel Core2 Duo or 2.4 GHz AMD Athlon X2 64
Memory: 1.5 GB Windows XP / 2 GB Windows Vista, Windows 7
Graphics: 256 MB DirectX 9.0c–compliant video card (512 MB recommended) (see supported list*)
DirectX®: DirectX 9.0c
Hard Drive: 10 GB
Sound: DirectX 9.0c–compliant sound card
Peripherals Supported: Mouse, keyboard, headset, 12-button gamepads with analog sticks
Internet Connection: Broadband Internet connection


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Sniper : Ghost Warrior

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Also on: X360
Genre: First-Person Shooter
Publisher: City Interactive
GAME INFO
ONE SHOT... ONE KILL. As a Ghost Warrior, an elite sniper in a highly trained special ops unit, your unique skills in the art of stalking, target detection, surveillance and shooting accuracy will determine mission success. The current government of a US backed small-island nation has been overthrown by a hostile military regime and your specialized sniping skills are needed to bring order back to the small island nation.
FEATURES
Defend your perimeter with Claymore mines, demolish enemy outposts with C4 charges and make silent kills with throwing knives
Realistic ballistics system measures bullet trajectory, bullet drop and environmental effects such as wind, fog and rain
Pull off the perfect headshot and watch your bullet strike the enemy with pin-point accuracy in Bullet Cam mode
12-person multiplayer battles featuring
6 custom created mapsSniper
MINIMUM REQUIREMENTS
Operating System: Windows XP/VISTA/7
CPU: Intel Pentium 4 3,2 GHz, Intel Pentium D 2.66 GHz, AMD Athlon 64 3500+
RAM: 1 GB (XP), 2 GB (VISTA/7)
Video: 256 MB graphics card, DirectX 10.0 or 9.0c compatible, Shader Model 3.0 - GeForce (6800/7600-7950/8600-8800/9600- 9800/GTX 260-280) or Radeon (X1650-1950/ HD 2400-2900/3650-3870/4650-4870)
6.5 GB of free hard drive space
Sound card compatible with DirectX 9.0c
 

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Half Life 2 : Episode One

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Exclusively on: PC
Genre: First-Person Shooter
Publisher: Valve
Developer: Valve
GAME INFO
Half-Life® 2: Episode One is the first in a series of new adventures created by Valve that extends the Half-Life® 2 single player experience. Stepping into the hazard suit of Dr. Gordon Freeman, you face the immediate repercussions of your actions in City 17 and the Citadel. Rejoin Alyx Vance and her robot, Dog, to once again aid the human resistance in their desperate battle against the totalitarian alien menace of the Combine.
SYSTEM REQUIREMENTS
OS: Windows 98/2000/ME/XP
1.2 GHz Processor or equivalent
RAM: 256 MB
DirectX 9c
Recommended System Requirements
OS: Windows 98/2000/ME/XP
System: 2.4 GHz Processor or equivalent
RAM: 512 MB
Other: DirectX 9 level graphics card
RESUME ABLE LINKS
PART 1
PART 2
PART 3
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Code of Honor 3: Desperate Measures

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 Exclusively on: PC
Genre: First-Person Shooter
Publisher: City Interactive
Developer: City Interactive
GAME INFO
Join an elite squad of the French Foreign Legion, given by the president an emergency right to operate in France, on its first mission in the country of origin. With a nation-wide social crisis in the background, fight a malevolent crime organization who plans to take advantage of the situation and mount a large scale weapon theft that could destabilize the world.
FEATURES
- Immerse in a realistic world of stunning detail, dynamic lighting and breathtaking effects
- Use modern fire arms and unique tactics to quickly locate and eliminate the enemy
- Stay safe thanks to the covert firing system: “blind fire” from behind walls or low obstacles
- Shoot enemies through thin walls taking advantage of realistic bullet penetration system
- Modify your weapon to maximize its effect
SYSTEM REQUIREMENTS:
• Windows XP/2000 or Windows VISTA
• DirectX 9.0c or higher (included on the DVD)
• Pentium 4 2.0GHz processor or equivalent
• 512 MB RAM (Windows XP/2000), 1024 MB RAM (Windows VISTA)
• GeForce 5700 or Radeon 9700 128 MB graphics card
• 3.0 GB of free hard drive space for installation


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Star Craft II : Wings Of Liberty

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 Also on: Mac
Genre: Real-Time Strategy
Publisher: Blizzard Entertainment
Developer: Blizzard Entertainment
GAME INFO
StarCraft II continues the epic saga of the Protoss, Terran, and Zerg. These three distinct and powerful races will clash once again in the fast-paced real-time strategy sequel to the legendary original, StarCraft. Legions of veteran, upgraded, and brand-new unit types will do battle across the galaxy, as each faction struggles for survival.
Featuring a unique single-player campaign that picks up where StarCraft: Brood War left off, StarCraft II will present a cast of new heroes and familiar faces in an edgy sci-fi story filled with adventure and intrigue. In addition, Blizzard will again offer unparalleled online play through Battle.net, the company's world-renowned gaming service, with several enhancements and new features to make StarCraft II the ultimate competitive real-time strategy game.
FEATURES
* Fast-paced, hard-hitting, tightly balanced competitive real-time strategy gameplay that recaptures and improves on the magic of the original game
* Three completely distinct races: Protoss, Terran, and Zerg
* New units and gameplay mechanics further distinguish each race
* Groundbreaking single-player campaign
* Vibrant new 3D-graphics engine with support for dazzling visual effects and massive unit and army sizes
* Full multiplayer support, with new competitive features and matchmaking utilities available through Battle.net
* Full map-making and scripting tools to give players incredible freedom in customizing and personalizing their gameplay experience
SYSTEM REQUIREMENTS
Operating System: Windows XP / Vista / 7
Processor: Intel Pentium IV at 2.6 GHz or equivalent AMD Athlon processor
Memory: 1 GB of RAM
Graphic: 128 MB NVIDIA GeForce 6600 GT or ATI Radeon 9800 PRO or better
Sound Card: Sound device compatible with DirectX ® 9.0
Hard Disk Space: 12 GB available
DVD-ROM drive
Broadband Internet connection


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Far Cry

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Exclusively on: PC
Genre: First-Person Shooter
Publisher: Ubisoft
Developer:Crytek Studios
GAME INFO
After escorting an inquisitive journalist to a remote tropical island, Jack Carver finds himself stranded in paradise, hunted by an unrelenting team of highly trained mercenaries. As Jack, you'll explore a vast island chain rendered in exquisite detail through state-of-the-art graphic technology. Outwit hordes of cunning mercenaries, snipe with precision from more than a kilometer away, and use every vehicle, weapon, and strategy at your disposal to outlast the island's evils and escape with your life.
FEATURES
Scope Out The Tropics - Far Cry's unprecedented 1.2 km draw distance elevates the art of sniping and long-range gameplay to new levels of intensity.
Abuse Your Freedoms - Take cover in dense foliage, submerge yourself underwater, commandeer assault vehicles-even take flight to stay alive.
Create Your Own Slice Of Paradise - Build your own maps, reconstruct game levels, and switch from editing to playing on the fly with the unbelievably intuitive Sandbox Editor.
Shoot To Kill - Finally, AI that's actually intelligent. Enemies react in real-time, take cover, call in reinforcements, and use advanced group formation tactics to take you out.
Brave The Shade - Discover a new breed of tropical terror within murky caverns, ruins, swamps, compounds, fortifications, and genetic laboratories.
Wage War Online - Engage in explosive island warfare with up to 20 players in Deathmatch, Team Deathmatch, and the all-new Assault Mode.
MINIMUM REQUIREMENTS
Supported OS: Windows® 98SE/2000/XP (only)
Processor: AMD Athlon™ 1 GHz or Pentium® III 1 GHz (AMD Athlon XP Model 2000+ or above or 2 GHz Pentium 4 recommended)
RAM: 256 MB (512 - 1024 MB recommended)
Video Card: 64 MB DirectX® 9.0b-compatible graphics card
Sound Card: DirectX 9.0b-compatible PCI card (Sound Blaster® Audigy® series recommended)
DirectX® Version: DirectX 9.0b
Hard Drive Space: 4 GB
Multiplay: Broadband with 64 Kbps upstream to play (512 Kbps upstream to host 8 players)



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Enoch on The Epistemological Challenge to Metanormative Realism (Part 1)

David Enoch, on the left
I recently put together a series of posts on the constructivist metaethics of Sharon Street. Constructivism, as we learned, maintains that moral truths are made, not found. Indeed, that they are constructed out of the attitudes and dispositions of rational agents. This places constructivism in conflict with a metaethical position known as moral realism.

Moral realism comes in a couple of versions but one version, which has been undergoing something of a resurgence in recent years, is non-natural moral realism. According to this, moral properties are part of the basic metaphysical scaffolding of reality. They do not depend for their existence on the attitudes or dispositions of rational agents. And they are not reducible to the causal or physical entities studied by the sciences.

As Street pointed out, this brand of realism seems to face an epistemological challenge. It seems to owe us some account of how human beings, with their evolved cognitive faculties could possibly come to know of the existence of these mind-independent, non-causal, non-natural properties.

David Enoch's article "The Epistemological Challenge to Metanormative Realism" is an attempt to confront this challenge from a realist perspective. In the course of the article, Enoch does two things. First, he tries to develop the strongest possible formulation of the epistemological challenge. And second, he shows how the realist can deal with the challenge.

Before giving the strongest possible formulation of the challenge, Enoch tries to show how not to think about the challenge. That provides the subject matter for this post.


1. Is it about Epistemic Access?
Some people think that realists need to show how we can gain epistemic access to the non-natural moral domain. Enoch says there are problems with this.

The main one is that the notion of "epistemic access" is poorly defined. It is not clear that it means anything above and beyond other epistemic concepts such as justification, reliability and knowledge. Since these are discussed below, Enoch sees no reason to dwell on "access".

Perhaps, someone can develop an understanding of "access" that is distinct from these other concepts. If so, there may be an additional problem facing moral realism. But this has not been done to date.



2. Is it about Justification?
Maybe the realist owes us an account of how their normative beliefs are justified? That is, how they know that their beliefs are true or accurate. Certainly, an account of justification would be an important part of a completed metaethical theory.

Although this is correct, Enoch thinks that there are three reasons for not conceiving of the epistemological challenge in terms of justification:

  • Normative beliefs are no more difficult to justify than non-normative beliefs. Theories of justification such as foundationalism or coherentism have problems across all domains of cognition, not just in the moral domain.
  • Even within the normative domain, it is not clear that realism faces any justificatory problem that is distinct from the justificatory problems faced by other metaethical positions, including constructivism.
  • Since no theory of epistemic justification is satisfactory on its own terms, other desiderata must play a role in picking the best theory of justification. One of those desiderata would surely be "consistency with intuitive beliefs". Since, realism provides room for strong moral intuitions, it would score well on this desideratum. An alternative theory of justification would have to have other virtues before it could dislodge a commitment to moral realism. 



3. Is it about reliability?
Reliable belief-formation may be thought a precondition for other epistemic qualities such as justification and knowledge. Thus, reliability of moral belief-formation would be an important foundation from which to build a theory of moral realism. But perhaps realism faces noteworthy hurdles when it comes to the reliability of its constituent beliefs?

Enoch thinks there is something to this objection and will return to it later in the article. However, he does make one observation. He thinks that truth opens up the possibility of reliability. So, if the realist conception of moral properties is true, it is at least possible for moral beliefs to be reliable.


4. Is it about Knowledge?
Perhaps the problem is that realism cannot give us an adequate account of moral knowledge? To see whether this is right, Enoch asks us to consider what we would expect from an account of knowledge.

The classical position is that knowledge is justified true belief. However, as Enoch notes, realism could satisfy these three demands: (i) there is no obvious problem of moral belief on the realist account; (ii) there is no non-question begging reason to doubt that realism could be true; and (iii) there is no reason to single out realism when it comes to the problem of justification.

But the thing is, the classical view of knowledge is no longer accepted. As Gettier pointed out back in the 1960s, there are some situations in which all three conditions are satisfied but, due to luck or coincidence, we could not say that knowledge has been obtained. As a result, epistemologists have been searching for a fourth condition to plug the gap between true belief and knowledge. (See this post for more)

Some accounts of this fourth condition rely on the causal and counterfactual properties of beliefs. These accounts may well be incompatible with realism since the moral properties proposed by realists are causally inert.



However, Enoch thinks that the case for these conditions is not watertight and that, again, realism has other strengths that should be considered before picking an epistemology that rules out strongly intuitive moral beliefs.

As a result, Enoch does not think the challenge is best thought of in terms of knowledge.



5. Is it about General Epistemic Scepticism?
It could be that the challenge to realism is just a particular instance of epistemological scepticism. That is, of the scepticism invoked by Descartes in his famous thought experiment on the deceptive demon, or of the scepticism invoked by the brain-in-the-vat thought experiment.



But in that case the challenge is not specifically directed at moral realism. It is directed at all beliefs.


6. So what is it about?
Going through the possibilities in this systematic manner can actually help us to figure out what a good version of the epistemological challenge should look like. It seems like it should have the following features:
  • It should be peculiar to normative beliefs;
  • It should be hard for moral realism as opposed to other metaethical positions;
  • It should not beg the question against realism (i.e. it should not presume that realism is false);
  • It should not rely on highly contested epistemological notions such as "knowledge" and "justification".
In the next part, we will see how Enoch develops a version of the challenge that has these features.

Stronghold 2 - ISO [797 MB]

The sequel to Firefly Studios' acclaimed castle building and management sim offers 3D graphics and many new gameplay elements. It retains the mix of a construction/ management game with real-time strategic combat in which the player either lays siege to his opponents or defends his castle against them.




The campaign is again divided in two parts: the more peaceful part in which management is the primary concern of the player, and the military campaign in which the player fights to restore order to the troubled kingdom of England. However, there is some limited fighting in the peaceful campaign (mostly beasts and bandits) and the player must definitely know how to build a good economy to support his army in the military campaign.



The game also offers additional modes of play, such as Kingmaker, Free Form play, multiplayer skirmish and others. There are also many ready-made historical castles which the player can either besiege or defend. 












Installation Instructions

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2. Burn or mount ISO to CD

3. Install

4. Play  














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Stronghold - ISO [721 MB]

Stronghold simulates castle sieges well enough to recommend it to those who are interested in the premise.Stronghold is both a real-time combat game that focuses entirely on castle sieges and a village-management simulation in the vein of Zeus or The Settlers. The subject matter alone gives Stronghold a leg up. It's been years since a game let you pour boiling oil on invading hordes, and Stronghold simulates castle sieges well enough to recommend it to those who are interested in the premise. But it's a hesitant recommendation, due to a poor interface and mediocre campaigns
.

There are two campaigns, one military and one economic. The economic campaign is made up of a handful of timed missions in which you must acquire a certain target amount of goods or gold. Occasional threats in the form of bandits and animals will require you to maintain a basic militia, but the mission goals are always economic. This campaign only serves to highlight the fact that as a management simulation, the game is pretty shallow. You build woodcutters, farmers, and miners, and the goods are brought to your storehouse. You build secondary producers, who use these goods to produce weapons and food. 












System requirements: 
 
Minimum Requirements

PII 300

64MB RAM

750MB hard disk space

4MB video card

8x CD-ROM 




Installation Instructions

1. Download

2. Burn or mount ISO to CD

3. Install

4. Play 
















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Review: FEAR 2


I said I wasn't going to talk about FEAR 2, but then I thought I should talk about it because even bad games need to be talked about.

So here is my talking about why this is a game you should not play.

---

Monolith, oh Monolith. They stumbled onto something great with the original FEAR. Influenced by Japanese horror, stole Matrix's Bullet-time, packed in a decent shooter, they had a recipe for something exciting. Shooting enemies in slow motion and every once in awhile being freaked by a little girl with overtly long hair was pretty fun. But then after the tenth non-descript corridor, and the billionth faceless drone enemy, it got boring. I didn't even finish the game.

So here we are with the sequel, and Monolith try shaking up the formula by letting us play in environments other than offices; such as schools, underground labs, the subway, and even open outside in the city. But the thing is, they never hide the illusion of a corridor well enough; eventually I still felt like I was being shuttled from A to B. But that's not the worst thing about the level design. It was that, although we were being subjected to "familiar" locales such as a school, I got the feeling whoever built these places are lousy architects.

Schools and hospitals shouldn't be winding labyrinths. I would imagine they'd be rather straight-forward, easily accessible, and uniform on all levels. Instead, it was all over the place, unnecessary rooms, stupidly long corridors, and mega complexes that would have been unrealistic to build in the real world - it broke the illusion of immersion and was just an excuse for Monolith to unnecessarily prolong the game.


This ties to the next bad thing. Most of the game was about finding keys in these mazes, unlocking doors so that we could get to the next part. There was no real plot development. It's just: shit hit the fan real bad, and we have to go from one place to the next just because, and then only realize towards the end that we should have gotten rid of the evil child-woman in the first place, so that there won't be no more shit.

Okay, so there's this other woman you and your squad are supposed to protect, she's the one causing all this shit in the first place, but there are these black ops folk who are out to get her. On top of that, evil child-woman wants to kill everybody and have sex with you. Got that? If not, it doesn't really matter because as long as you know how to shoot and which is the slow-down-time button, you can get through it just fine without doing your head in too much.

Monolith also does a mega pet peeve of mine (which I wrote about awhile back here): and that is starting you off with a squad of friends who are destined to die horrible deaths instantly, thereby leaving you hopelessly alone. Why give us friends who are of no use and will die anyway? And why don't you succumb to the hypnotic powers of the evil child-woman in the same way the others do? And why can't I stop my friends from dying? You have to stand there and watch them degrade into a heap of dead. At least Monolith made them a little cool before they died. I give them a gold star for that.


But let's talk about gameplay because this is a game after all. Well, as a game, it was too easy. Slow-motion just makes me overpowered. Granted, when I didn't have it, the enemies had a good fighting chance, especially as they were rather accurate shots, but the slow-motion power rarely runs out long enough for the baddies to overwhelm.

Why do all shooters nowadays feel the need to put in some extra gimmick ability so that it doesn't become just "another stupid shooter"? Gimmicks unless implemented and designed with the utmost care, STILL makes it a stupid shooter. Singularity had the same problem pretty much.

How's the shooting though? It's decent enough. The devs have much experience with the first FEAR, its expansions, as well as Condemned. But it still felt too floaty, not enough kick. Even the shotgun felt like a peashooter to be honest. Just because things died in slow-motion and blood, guts got everywhere, doesn't make the violence punchy. And after you've exploded the fiftieth head with a sniper rifle, you are kind of anesthetized to the gore effects. Oh, and I forgot to mention that like the first game, you're shooting a bunch of faceless drones again. And Monolith throws so many at you that I just get sick of the lack of variety.

Here's the crap icing on the crap cake though, and the last I shall talk about FEAR 2 because unfortunately, other than shiny graphics, this game has no redeemable qualities. The ending is utter drivel too, with not even a final boss fight to cap the absurd narrative that deliberately sets up for a third part (which is in the works, boys and girls).


So yes, the last crap thing about the game: it's not scary. FEAR 1 was spooky and a fresh experience for us, seeing this little girl screw with your mind. Frightening hallucinations, corpses, apparitions, pools of blood. There's less of that in this game, and what there is, it just looks like a big farce. Strange tentacled things coming out of the ground to take my friends away? Not scary. Glimpses of ghostly white things floating about? Not scary. Unfortunately, it feels like Monolith didn't make any attempt to pull out all the stops with the psychological fear. Not even a little pee in my pants. A shame as they got it right before with Condemned.

Also, evil child-woman likes to jump out at you when she feels like it. When she does though, I'm more annoyed than scared as there are these quick-time button-mashing that ensue to free yourself from her grasp. The only time it ever got creepy was when making your way through the underground lab with these wall-crawlers that can attack you from anywhere, anytime. But a little slow-motion handled that problem too. Ergo not scary anymore.

Unfortunately, Monolith is already hard at work with FEAR 3. God knows why they haven't realized how brain-dead this IP has gotten. Apparently, they plan to shake up the game once more by adding cooperative play. So now a friend can be bored alongside you.

You know what Monolith SHOULD do? Heard or seen the horror shaky-cam movie series Rec (and its sequel)? Also remade by Hollywood into a film called Quarantine? Well, I love that series like mad and although Monolith have done poorly with FEAR, I believe the devs do one thing well and that is create freaky atmosphere. So to redeem themselves from this charade, they should do a game tie-in for Rec.


Its got almost the same things as FEAR anyway. Corridors, scary possessed little girls, squads destined to die horribly, and shooting. Just take out the slow-motion, add zombies and make it freakishly claustrophobic. I'd pay good money to play THAT. Although it's got most of the same things as FEAR, why Rec the Game would be BETTER is because Monolith won't be writing the script (ooh, burn).

Also the horror of Rec derives from how close you are to the nightmare, how helpless the soldiers/survivors feel, and most importantly how under-informed the audience is about the mystery. FEAR 3 needs to do all that if it wants a fighting chance. But I don't see that happening when Monolith is aiming for something more bombastic and a second player thrown into the mix.

Oh yeah, so that sex thing I bolded earlier. You totally were not imagining it. It's like the p*nis flashing at the end of Fight Club. I really meant what I wrote. Why did I write that? Because at the end of the game, evil child-woman has sex with you and you impregnate her with evil new child. Gross? Totally. So that's why there's FEAR 3. Annoyed face.



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