Monday, December 29, 2008

Burnout Paradise

Burnout Paradise

Burnout Paradise is a fascinating game. It takes the open-world, online play style pioneered in Test Drive Unlimited and couples it with the Burnout series' action-packed, thrash-and-burn gameplay. The result is one of the best racers on the road, where online and offline opponents cruise the same streets at the same time, and you can basically do anything you want as long as it involves driving fast, crashing, or both. The game takes place in the eponymous Paradise City, a locale that serves triple duty as setting, victim, and front end. It's a setting because it's where you drive; a victim because it's what you'll wreck; and a front end because you'll never have to jump out to a menu to change modes or go online--everything you could ever want to run over or crash into is right here in Paradise City...and it's also downloadable at a discount price as well on the PlayStation Network.

Sunday, December 28, 2008

Mighty PC Facts!!

It's not as great as Easter Eggs but "Mighty PC Facts!! "

* If you want to scan or defrag your disk, try this in safe mode. You will see that this will be fast without the process being restarted quite often.

* It is very tempting to push the DVD- ROM tray to close when it is an open state. If you want the life of your DVD - ROM be longer stop doing this, as this increases the wear and tear of the gears in your DVD- ROM. Use the button instead.

* Use narrow type fonts while printing large documents. For example Bedrock or Arial narrow fonts save about 67% of the paper.

* If you are running an old Pentium machine and want to check if there is an Intel Pentium; Bug in it or not, check this calculation out in the calculator provided in Programs> Accessories> Calculator or type calc in run. [4195835/3145727]*3145727. If you get 4195835 which is the correct answer your machine is free of any bug. But the result with the bug is 4195579.

* Try typing .LOG at the start of a notepad file and save it. Open it later and see the magic.

* You all must have noticed that in the drop down menu, there are some entries preceded by some dots like Save As … What does this mean? Whenever you click on the list with these dots you will get another window to specify your choice.

* If you want to have nameless shortcuts on your desktop, try this. Activate rename, then press Alt + 0160, you will get nothing written. If you want to create one more, then press Alt + 0160 + Spacebar. The more you want to name increase the number of times you press the spacebar ie for another Alt + 0160 + Spacebar + Spacebar.

* If you are not an expert at playing minesweeper and you fall short of time, then here is a trick. Start a game, right click and left click the mouse together and hit Esc at the same time. You will see that the timer will stop so you can play as slowly as you like.

George Bush Hit in Face 50m Times

Alex Tew, creator of the Million Dollar homepage , has a new web hit on his hands, after creating online game "Sock and Awe" in homage to the Iraqi journalist who threw a pair of shoes at US President George Bush.

The objective of the game is to hit George Bush in the face with a carefully aimed shoe as he ducks and dives around the screen. So far, 47,171,895 shoes have successfully hit Bush in the face.

Iraqi reporter Muntazer al-Zaidi hurled two shoes at the US president during a press conference on December 14.

Sock And Awe Bush shoe game

24-year-old London web designer Tew created the site and swiftly sold it on eBay for £5,215. The buyer was a company called Fubra, which put adverts on the site, and claims it quickly made its money back.

"We built SockandAwe.com just for fun (and partly as a promo for our start-up, PopJam) but had no idea it would become quite so popular. So, now we are selling it because a) we don't really know what to do with it, b) we can recover some of the hosting costs (plus pizza and beer costs!), and c) the money will be useful for our little four-man start-up," Tew wrote on the eBay auction page.

"It went explosively viral around the world and we didn't really expect it to do that," he said.

"We've spent the last three days trying to keep the servers alive and we're meant to be working on our other main startup PopJam. So we whacked it on eBay," he added.

Tew supposedly made a million dollars with his Million Dollar homepage.

Goerge Bush shoe face hit game

The top 10 Bush-whacking countries are:

1. United States
2. France
3. Australia
4. United Arab Emirates
5. Saudi Arabia
6. Turkey
7. Egypt
8. United Kingdom
9. Germany
10. Pakistan

Friday, December 26, 2008

Prince of Persia (2008) Review

Prince of Persia (2008) Review

In many modern games, you rain death upon your enemies; how refreshing, then, that your main task in Prince of Persia is to breathe life into a darkening world. That doesn't mean that the forces of evil aren't on your tail in this open-world platformer, but the most indelible moments of this enchanting journey are uplifting, rather than destructive. Similarly, the latest iteration in this long-running franchise is a rejuvenation for the series, and it's an ambitious one, offering up a new titular prince and casting certain game traditions aside in favor of player immersion. And for the most part it succeeds, eliminating illusion-breaking mechanics like game-over screens and long loading times in the process. This re-imagining comes with a few caveats, however, and if you're a longtime series fan, you'll quickly discover--and possibly resent--that Prince of Persia is, far and away, the easiest game in the series. But if you can clear your mind and let the game's magic wash over you, its easygoing joy and visual beauty will charm you into forgiving a sprinkling of flaws.
In some ways, Prince of Persia represents a return to Sands of Time's storybook vibe, which had been somewhat lost in that game's two sequels. Yet our new hero isn't exactly Prince Charming, but rather a wisecracking nomad interested only in his donkey (named Farah, in one of several nods to previous games) and the riches she apparently carries. His royal status is referenced but never fully explored, though his companion Elika is clearly a princess, and as the game progresses, you'll become much more invested in her past than the prince's. Together, they seek to imprison the evil god Ahriman, who has been inexplicably set free by Elika's own father. To do so, they must restore a series of fertile grounds to their former fecund glory, thereby banishing the inky black corruption that has enveloped the land. Storytelling isn't the game's strong suit, and the dismissive, often unlikeable prince is hardly beguiling, a poor fit for the captivating journey ahead. Thankfully, Elika exudes enough charm for the both of them, and the relationship they slowly forge lends plenty of emotional impact to the game's final moments.
This relationship enriches the very core of the experience, given that Elika is not your standard game sidekick. She isn't just a helpless companion, but an important part of a number of gameplay mechanics. As the prince, you will pull off moves familiar to franchise fans: jumping, climbing, scaling, and wallrunning among them. There are also a few new acrobatics to play with, such as the aptly named roofrun, where the prince scuttles along the roof in a vaguely simian manner. But if the moves are familiar, Elika's presence enriches and enhances them. She will jump on your back as you scale across vines, reach for your helping hand as you climb, and perform an elegant pas de deux with you when you need to pass her on a narrow beam. In some ways, this relationship recalls that of Ico and Yorda in 2001's ICO.
While in ICO Yorda was totally dependent on her companion, here Elika is far more helpful to the prince than he is to her. She is, in fact, your constant savior, because she will not, and cannot, allow you to die. Should you fall, Elika will grab you by the wrist and whisk you to safety--meaning the last checkpoint. There is a checkpoint at almost every platform, so aside from possibly having to repeat a few seconds of gameplay, there is absolutely no penalty for plummeting to your doom. You will never see the words "game over," and you won't need to save and reload before difficult sequences. Nor will you need to ever puzzle over how to make it from point A to point B: Elika can fire off a magical homing orb that will show you the precise way of getting to your destination. Combined with simple platforming controls that require a minimum of key or button presses, these facets make Prince of Persia one of the easiest games you'll play all year.
This ease of use makes each individual action seem relatively meaningless as you string moves together. For many, this will translate to a diminished feeling of reward; aside from a few exceptions, there is no sequence that feels remotely challenging, certainly not for players familiar with the old-school difficulties wrought by the early games in the series. Yet while the unique satisfaction of overcoming hurdles is missing, it is tempered by other kinds of rewards. The platforming is fluid, and seamlessly chaining a number of moves together is simple but visually appealing, making for some silky-smooth motion that you'll get a kick out of. To get the most out of it, however, you will want to use a controller. While the keyboard controls work surprisingly well for platforming, the numerous quicktime events aren't well suited to a keyboard, and the key prompts are more confusing when you aren't using a gamepad.
As you progress through the game and explore some of the more intricate environments, you'll find some truly impressive level design. Each area flows organically into the next, and while the overall design appears a bit more synthetic than it did in Assassin's Creed, platform placement and other architectural features don't seem overtly artificial. This becomes even more apparent when you begin to unlock Elika's various powers--though calling them powers is a bit of a stretch. As you unlock new explorable areas by collecting glowing orbs called light seeds, you will be able to utilize the various colored plates that dot walls and ceilings. There are four types of plates, and each kind initiates a high-flying feat. Red and blue plates are functionally the same (though visually unique), propelling you automatically toward the next plate or platform. Green plates turn you into a sort of Persian Spider-Man, causing you to quickly scale up walls and ceilings while avoiding obstacles. Finally, yellow plates initiate on-rails flight sequences that give you limited room to maneuver around obstructions, sort of like a 3D version of Nights Into Dreams, the Saturn platformer. Many of the sequences combining plate jumps and standard platforming are exhilarating, and the manner in which some of them utilize all three dimensions make the level design all the more impressive. And amazingly, the camera is rarely a liability, which is quite an achievement. Unfortunately, the flying initiated by leaping from yellow plates is a clear weakness. The constant camera movement and overwhelming visual effect used here make for a few annoying sections, and it is never clear whether you need to go left or right, up or down to avoid certain objects. Given that most of the plate-initiated bits are terrific fun, it's a shame these particular flights of fancy were so poorly crafted.
There is some combat, and while it's hardly Prince of Persia's focus, it looks mightily spectacular. You fight only a single enemy at a time, including the four main bosses, which you'll take on multiple times. Battles are on the simple side: you have four main attacks--sword, gauntlet, Elika's magic, and acrobatic vault--that you can string into various combos. Enemies can change states, making certain attacks ineffective, and there are some other occasional twists. Yet like the platforming, it is on the easy side; even if Elika is bound by corrupted tentacles or rendered unconscious, she's always there to pluck you from death's cold embrace should you miss an important quicktime event (of which there are many). But battles are still uniquely satisfying and look fantastic. The prince throws Elika into the air with ease, stringing throws, slices, and magic attacks together as the camera zooms in and out to showcase the slashes and backflips. The stringent enemy-focused camera and odd scuttling motions of the prince feel confining but work just fine in most of these battles, though they're a bit less successful during certain boss fights that require some environmental manipulation.
Combat's not the only thing that looks spectacular. Prince of Persia is beautiful to look at, thanks to vibrant cel-shading and some sumptuous environments. Tendrils of corruption reach toward you as you navigate the cold, colorless caverns of infertile regions. The contrast between these areas and the beautifully lit vistas and thriving vegetation of healed locales is palpable, and the transformation of a fertile ground from darkness to light may remind you of similarly impressive moments in Okami. There are a few rough spots here and there, in the way of glitched animations and tiny frame rate stutters, but they barely detract from the lovely visual design. While there are some minor differences, all three versions look great and well represent the capabilities of their respective platforms. And all three feature the same lovely ambient music, which sounds more Persian than the very American-sounding prince.
Most will be able to finish Prince of Persia in around a dozen hours, though if you want to collect every scattered light seed and avoid quick travel (you can teleport from one healed ground to another instantly), you could add a few more hours to the total. But while a few unlockable skins may not seem like enough reason to return, this game is so enjoyable and delightful that you may want to return to it as you would return to a favorite fantasy novel or film. While its lack of challenge may lull fans, its ease of use will delight newcomers and draw in anyone who appreciates a touch of magic.

Shaun White Snowboarding: Road Trip Review

Shaun White Snowboarding on the Xbox 360 and PlayStation 3 offered an unfocused and often boring rendition of the popular winter sport. Featuring sprawling mountains that looked pretty but provided little in the way of content, the game spent more time forcing you to hunt for coins hidden across the expansive environments than letting you take part in actual snowboarding competitions. Thankfully, the Wii version is a completely different experience. The wide-open mountains have been replaced with well-constructed paths down chilly slopes, the inane quests for secret coins have been scrapped, and the emphasis has been placed on pulling off wicked jumps and crazy tricks. More importantly, the controls have been revamped and now take full advantage of not only the motion controls of the Wii Remote, but the Wii Balance Board as well. Shaun White Snowboarding: Road Trip is a satisfying re-creation of snowboarding, and though the lack of diversity limits the replay value, it's still fun to hit the slopes for a while.
The controls are the most impressive aspect of Shaun White Snowboarding. There are two different control options available: the Wii Remote all by its lonesome or the remote combined with the balance board. With just the remote, you'll tilt to turn your rider, flick up to jump, and twist the remote around to pull off some fancy moves once you're airborne. The motions are logical, and your movements are responsive, reacting to even a slight twist of your hand. Carving a path down an icy slope is satisfying, and pulling off gravity-defying tricks can be thrilling. You can hit buttons to control how fast you tear down the slopes or to adjust your move set while in the air, but everything else is motion controlled, which does a great job of sucking you into the experience. The balance board is a little trickier to get the hang of, but once you figure out how to lean into corners and adjust your weight to do flip tricks in the air, it becomes second nature. You'll only need the remote to adjust your move set for tricks; everything else is controlled by your feet. The controls in Shaun White are extremely rewarding, replicating the outdoor experience for people reluctant to put up with the unrelenting cold and ugly bruises the real sport entails.
The titular Road Trip has you flying all over the world in search of Shaun White, who seems to think it's funny to leave for a new country just after he asks you to join him. You'll control members of his eager posse, each with unique attributes. The difference between the riders is noticeable. If you select Jasmine, you can get ridiculous air off of jumps, but you're pretty slow and will have to line up your board nearly perfectly to land gracefully. Gordon is all about speed, and you'll notice his ineptitude in other areas when you're trying to pull off tricks. There are enough unlockable characters to cater to everyone's needs, but the lack of customization is disappointing. You can't upgrade your favorite rider with more attribute points, and you don't even have the ability to alter your riders' clothing. The lack of customizability hurts the personality of the game, making you play as a stereotypical snowboarder rather than your own creation.
You'll travel across five different countries in search of the elusive Shaun White. Each mountain resort has a few different slopes to tear down, along with some very creative halfpipe tracks. There are only three objective types, and the lack of variety is tiresome after a while, but at least you'll be focusing on crazy snowboarding antics the whole time. Scoring a lot of points is the most common goal. You'll sometimes have to deal with a time limit, but you'll usually be able to take your time, using the whole mountain to milk the points. A ticking combo meter urges you to continually pull off moves, which means you'll be grinding and doing little bunny hops between the big ramps. There are also racing events, which pit you against either the clock or other eager snowboarders. When going against other riders, you'll usually earn a new playable character for your group, with new attributes to take advantage of. The final objective in the game is to collect things. This is actually fun in the Wii version thanks to the more confined, accessible level design that stands in stark contrast to the sprawling mountains featured on other consoles. The collectibles are almost always located at the beginning of a ramp or along a grindable rail, so you'll be pulling off cool moves while you grab the prizes.
There are a number of multiplayer modes, both competitive and cooperative. In co-op, you'll take part in a campaign separate from your single-player progress. Here you'll ride down a mountain with a buddy, and your cumulative score determines if you take home a gold medal or retry with your tail between your legs. In multiplayer, you'll compete either in single events or in a cup to determine who the best virtual boarder is. You'll be able to play with up to three of your friends in both competitive and cooperative multiplayer. Though having the screen quartered limits your viewing area, the camera is able to give you a good look at your surroundings, so you'll be prepared for big jumps and be able to swerve away from trees well in advance. There isn't much diversity in the multiplayer events, though, so like the single-player experience, it will get old before long. Still, the controls are so intuitive and fun that it's easy to pick the game up for a few races.
The cartoony aesthetics are vivid and eye-catching. Though the tracks are rather confined, they are populated with a wide assortment of trees, ramps, and rails to make every slope look unique. The draw distance will give you a good view of your upcoming obstacles, so you'll have plenty of time to prepare what sorts of moves you want to pull off. The most satisfying aspect of the visuals is how the crashes are represented. These are some painful-looking wrecks. Riders will slam forcibly into the ground, tumble awkwardly, and then rise from their failure covered in snow. Shaun White is not the most technically impressive game, but smart artistic decisions have made it pleasing to the eye.
Shaun White Snowboarding: Road Trip nails the controls, taking full advantage of the unique opportunities offered by the Wii. While the objectives can't match the creative control scheme, movement is so enjoyable that you'll gladly replay the same goals over again just to tilt and twist your way back down the slopes. With a clean aesthetic and engaging multiplayer modes, this should satisfy those looking to hit the slopes from the safety of their own home.