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Monday, June 30, 2008

Games : Battlefield: Bad Company (PlayStation 3)



Review by Kristan Reed

  • Released on: 06/23/2008

CNET Editors' Rating 8.5/10

Bad Company is very much the kind of army I could imagine Eurogamer inhabiting. Comprised of all the ne'er-do-wells, workshy fops and insubordinates that you wouldn't even want on your paintball team, we'd be the guys any sensible army would send out as cannon fodder to lull the opposition into a false sense of security. Of course, what would transpire is that we were only pretending to be shot-shy slackers, and, when put in life-or-death scenarios we'd rise to the challenge and kick everyone's arse.



Placed in this no-win situation in DICE's latest console-oriented take on the Battlefield series, you find yourself filling the role of the improbably named Preston Marlow (no doubt inspired by DICE's two favourite English branches of Little Chef). This unassuming, down-to-earth rookie is joined on his adventures by three rather clueless but usefully invincible Bad Company squadmates: Sarge, Sweetwater and Haggard. Afforded precious little respect by your superiors, when things don't quite go to plan, you and your knuckle-headed trio decide to chase a trail of mercenary gold in the misguided belief that they'll be able to bag all this tasty loot for themselves.

Set across seven sprawling campaign missions, the single player portion of Bad Company is an unexpected treat. Building on the sense of open-ended freedom we've come to expect from the Battlefield series for years, DICE has finally managed to distill all the good ideas of its multiplayer-focused titles to often breathtaking effect. The key weapon in distinguishing Bad Company from the legion of samey first person shooters is evidently its beautiful and versatile Frostbite engine. By offering the level designers immense scope in so many areas, it's the first shooter to emerge in a long time that demonstrates a significant evolution of the genre.

Remember kids, tea cosies are no substitute for military headgear.

For a start, the pre-release boast about "90 per cent destructibility" isn't that far from the truth. Not having paid an awful lot of attention to the hype, it was quite a shock to discover that you can't simply duck behind walls, trees and other cover points and expect to be able to hide from an incoming missile like you've been able to do in pretty much every FPS ever. In Bad Company, the chances are that the tree you were hiding behind will fall on top of you, or building you ducked into will be reduced to a hollow shell, while you peer ruefully through an enormous cloud of brick dust and smoke to get your bearings and find your next tenuous cover point. This, of course, has major implications when you're on the offensive, too. Finally, you can flush out enemies from their sneaky camping positions, knowing full well that a well-placed grenade or rocket will cause pandemonium. Gone are the days of ridiculously impregnable sandbags, fences and thin brick walls, replaced by a much more physical environment that you can blow the crap out of.

'Battlefield: Bad Company' Screenshot 4

You can't raze buildings to the ground, but you can have a pretty good go.

Just as significant is the Frostbite engine's ability to render vast, sprawling, vivid environments that boast arguably the most detailed, convincing outdoor scenes on a console title to date. Significantly, that famed Battlefield freedom has finally been translated into a coherent single player campaign, where your choice of route can have a distinct bearing on your chances of success. Governed by a linear succession of objectives, the route you take to get there can often be genuinely up to you. Be it stealthily on foot, sniping everything from afar or storming the gates in a tank, you simply use whatever hardware's at your disposal and set about taking down everyone in your way, in whichever way you can. With gunships and motorboats occasionally upping the ante further still, the moments when Bad Company is firing on all cylinders are thrillingly epic.



Wisely, Bad Company never takes itself too seriously, either, avoiding the inevitable 'So Macho' territory of four super-serious steroid-pumped leathernecked marine jocks Hooyah-ing their way through another appallingly scripted journey into cliche-ridden tedium. Full of surprisingly warm humour, you're never left in any doubt that this lot are in the Bad Company ranks for a very good reason, though at no stage does the storyline descend into parody, either. It's a fine line that DICE successfully negotiates. It's a fool's (gold) errand where the fun comes from seeing what ludicrous scenario they can stumble upon next rather than yet another eye-rolling save-the-world trudge into sterility.

With so much experience of crafting Battlefield titles down the years, it's no surprise that everything feels exceptionally polished. Whether you're steaming along in an APC, piloting a helicopter or dodging tank shells in a speedboat, the handling is always intuitive and satisfying. Likewise, the multitude of weapons feel (and sound) absolutely spot-on. In a genre so saturated of late, it's the little things that often jar, but in practically every sense, Bad Company feels like the product of a developer inspired to make something that pushes things forward.

That said, in the process of making bold decisions, there are a few controversial choices that DICE has made which might not gain universal acclaim. The most obvious is the curious, bold decision to spawn players back into the single player game, as if you've got infinite lives. Evidently a legacy of its multiplayer roots, there's an inescapable sense that you're cheating your way through the game. Safe in the knowledge that you'll simply respawn a few paces back, you'll continually chalk off a few enemies, get blown up and run back to continue the battle - except on a few time-sensitive, mission-critical occasions when the game deems it necessary to enforce checkpoints if you fail.


'Battlefield: Bad Company' Screenshot 2

They call it Aciiiiiiieeed.

Near-instant respawning is a design decision which certainly cuts down on re-loading time (and a fair amount of frustration), but it does smack of an idea based on fixing a lack of balancing than anything. The truth is, if the game didn't respawn you, it would be mercilessly difficult and almost certainly very frustrating, so it's hard not to consider it a controversial decision. Equally questionable is your ability to endlessly heal yourself by doing nothing more than injecting yourself with some sort of magic potion. Fair enough, recharging health and endless medipacks are an equally ludicrous game mechanic, but it does feel faintly bizarre to have to constantly press L1/LB followed by the right trigger/R2 in the heat of battle. Frankly, given the option of a cheating health restoring fudge, recharging health does the exact same job without constantly requiring the player to juggle equipment when you'd rather have your weapon to hand.

There's also a sense that the enemy AI isn't especially dynamic or adaptive - just irritatingly accurate. Having completed the game on the hard difficulty setting, it's especially noticeable, with enemies capable of picking you off with unerring accuracy the split second you move into their line of sight from improbable distances (interestingly, the problem is still apparent on Medium). Somewhat disappointingly, there's never any evidence of teamwork on their part, with no big chases ensuing, or surprise flanking - just a continual procession of entrenched enemy to pick off one by one. Squad AI, too, is often noticeably inert, with frequent instances of your team mates failing to take the initiative in glaringly obvious situations. Worse still, despite your squaddies being specialists in different areas, there are a number of occasions when the game still forces you to deal with situations that they would have logically dealt with. The sum total of this inherent lack of flexibility is that the further you progress, the more predictable and transparent the whole experience becomes.

Bad Company is still very entertaining if you take it at face value. It has a huge amount going for it if you try not to think about it too hard, but you sense that the shackles still restrict it from being a true single player representation of the mighty Battlefield experience. The most obvious restriction is the way the game binds enemy behaviour to a tiny local zone, when the scale and scope of these sprawling maps suggests the potential was so much greater. For now, though, we must be content with the freedom offered by the immense destructibility, the removal of arbitrary 'corridors' funneling you through the game world, the choice of weapons and how you get to your eventual destination, rather than how convincingly the game reacts to your actions.

Needless to say, the game's multiplayer component removes many of these issues at a stroke, allowing you to get stuck into a truly rampaging 24-player Gold Rush match. As detailed at considerable length by Dan during the beta, the premise of defending or attacking crates of gold is riotously entertaining, extremely lag tolerant and a huge amount of fun - largely as a consequence of the sheer destructibility of the environment. Having dipped into a test server last week, and engaged in some 'real-world' online action today, basically everything Dan observed in the beta still holds true, so there's no need to go over old ground here. In summary, the savage fury of the experience will either be very much a Good Thing, or something to send you scurrying for something a little less chaotic. Personally, I had a lot of fun, but you can expect to die a lot in the process of learning the ropes.

'Battlefield: Bad Company' Screenshot 3

This guy's fooling no-one.

As is always the case with Battlefield games, the bewildering degree of choice available to you in terms of vehicles, loadout and routes available to you presents an almost vertical learning curve to the unwary, but comes into its own once you figure out a strategy and can rely on like-minded team to figure out a strategy. Initial sessions are absolutely insane, and it's quite likely that it'll remain that way for at least the first few weeks until a community builds up and begins to figure things out. Later, remember, the Conquest will be downloadable for free, so there's plenty to extend the lifespan of the game long after you're done with the Story mode and have had your fill of the eight maps available in Gold Rush mode.

Once you've experienced the various highs and lows that Bad Company has to offer, it feels like an immensely polished, ambitious effort that will build up a strong following for all the right reasons. The single player portion, while never less than hugely entertaining, stops short of true greatness thanks to a few fundamental design shortcuts which offer easy health restoring concepts seemingly at the expense of balanced AI. Some of this is irrelevant in the online mode, and the profound implications of a massively destructible environment make it a unique proposition in online gaming right now - albeit a riotous chaotic one. Riccitiello needn't have worried.

Taken From : http://www.eurogamer.net




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Music : Miley Cyrus' "7 Things"




After riding the fame from her success on the "Hannah Montana" television show to launch one of the most buzzed about concert tours in recent memory and two multi-platinum soundtrack albums, Miley Cyrus finally propagated the mainstream music world with breakout single "See You Again." With a catchy beat and chorus, undeniably youthful lyrics and Miley's recognizable voice, the song became one of those singles that no one could hate; the singer-actress' primary demographic of young girls could
rock out to the song in public and at concerts, while older teenagers, young adults and parents could appreciate the song as a guilty pleasure.

But, while there was no hating the song, there was also no worshipping the track. With a generic dance beat and an opening line that bears a striking melodic similarity to the opener of Corey Hart's "Sunglasses at Night," combined with a few unbelievably corny lines of lyrics ("My best friend Leslie said, 'Oh, she's just being Miley.'"), the song was at best 'too safe' to become an all-out classic and at worst a bit too gimmicky and cheesy to be taken seriously. It worked as an introduction song to Miley Cyrus, the singer, but it did not necessarily cement her as a viable competitor for the breadth of successful female acts that includes names like Rihanna, Carrie Underwood and Avril Lavigne.

Those rooting for Miley Cyrus are hoping that "7 Things," the lead single from new album "Breakout," helps extend her credibility. The single—and album—are the first solo endeavors to have no direct connection to "Hannah Montana," so while the singer will still benefit enormously from the exposure she gained from the Disney show, quality will be more important than ever. This is a real album.

Set against clashing instrumental backdrops—pleasant, acoustic-driven verses and frenetic, rock choruses—the song asks Cyrus to show more heartfelt artistry than on many of her previous recordings. The chorus is the money part—it oozes with the energy and youth that makes Cyrus so appealing to her young fans—but her work on the verses is what will determine how seriously radio, and the music community at large, will take the song. She succeeds there as well.

Miley sounds very much like "Pieces of Me" era Ashlee Simpson with an added country twang, but something about her voice sounds rawer and thus less deliberate. One gets the impression (likely due to familiarity with her unique speaking voice on "Hannah Montana") that she is singing completely as herself, which helps her come across as endearing even when the phrasing resembles that of an "annoying" teenage girl. Adding to the experience is the fact that Miley Cyrus injects far more emotion in the words than should be expected of a fifteen-year-old singer, doing something that not even the red hot (and older) Rihanna can consistently do on her tracks.

Those familiar with the singer's work on "See You Again" will not find any surprises on the energetic choruses (though they do feel more natural and tangible than her "dance club" work on the previous single). Despite coming off nowhere near as edgy and hard as singers like Gwen Stefani and even Avril Lavigne (who is consistently mocked for NOT being hard), the delivery is far more real and youthful. One can listen to Miley Cyrus and not feel the need to comment about how she's making a lame attempt to be "punk" -- she's simply a young girl having fun. That sense of fun and purity is often missing from the manufactured female pop of 2008 (Jordin Sparks is a far better singer than Miley Cyrus, but her vocals often seem old-fashioned and distanced), and it is a breath of fresh air to hear a teenage girl sounding like a fifteen year old girl. One over the age of eighteen is not "cool" if he rocks out to "7 Things," but he or she is certainly not uncool for appreciating the quality of the music.

The same argument applies to the lyrical aspect of the song. In terms of depth and maturity, there are few songs as lacking as "7 Things." Nothing cracks the surface on this song; it is unbelievably shallow. But, for Miley Cyrus, that is ideal. Fifteen year old girls in the 21st century do not think like Bob Dylan and Bruce Springsteen, so poetic, introspective lyrics are just not appropriate. A fifteen year old girl would, however, resent an estranged boyfriend for apologizing via text message, so the lyrics, no matter how lame they may seem to someone over the age of twenty, are effective. "Real" lyrics helped Avril Lavigne break out as a star, and they're currently turning Taylor Swift into one of the hottest country crossovers in years. They, in many ways, mean more than vocal and instrumental talent, and it is so important that someone like Cyrus - who most view as the epitome of a manufactured pop star - sings words that appear authentic for someone her age.

The song is not perfect. The acoustic/electric interplay works well for the first two-thirds of the song, but the overall record would have been better served if the song's lyrical "twist" (where Cyrus switches from talking about the things she hates about the boyfriend to the things she likes) served as a bridge that better linked the soft and hard parts. By instead running that portion more as a third verse, the composer keeps the melody shifts separate and thus creates an absence of cohesiveness. It's not the type of error that will prevent this song from taking off as a hit (it is already on the Billboard Hot 100 and should make a swift climb when the digital single officially hits iTunes), but it is the type of thing that will prevent the track from being viewed as great.

With endearing vocals, authentic lyrics and fun choruses, "7 Things" is exactly the single Miley Cyrus needed to earn credibility as a real singer. It is not strong enough to distance her from the female pop pack, but it is good enough to prove that she belongs.

Taken From : http://www.headlineplanet.com





Miley Cyrus' "7 Things" lyric

I probably shouldn't say this
But at times I get so scared
When I think about the previous
Relationship we shared

It was awesome but we lost it
It's not possible for me, not to care
And now we're standing in the rain
But nothing's ever gonna change until you hear, my dear

The 7 things I hate about you
The 7 things I hate about you, oh you
You're vain, your games, you're insecure
You love me, you like her
You make me laugh, you make me cry
I don't know which side to buy
Your friends, they're jerks
When you act like them, just know it hurts
I wanna be with the one I know
And the 7th thing I hate the most that you do
You make me love you

It's awkward and it's silent
As I wait for you to say
What I need to hear now
Your sincere apology
When you mean it, I'll believe it
If you text it, I'll delete it
Let's be clear

Oh I'm not coming back
You're taking 7 steps here

The 7 things I hate about you
You're vain, your games, you're insecure
You love me, you like her
You make me laugh, you make me cry
I don't know which side to buy
Your friends, they're jerks
When you act like them, just know it hurts
I wanna be with the one I know
And the 7th thing I hate the most that you do
You make me love you

And compared to all the great things
That would take too long to write
I probably should mention
The 7 that I like

The 7 things I like about you
Your hair, your eyes, your old Levi's
When we kiss I'm hypnotized
You make me laugh, you make me cry
But I guess that's both I'll have to buy
Your hands in mine
When we're intertwined, everything's alright
I wanna be with the one I know
And the 7th thing I like most that you do
You make me love you
You do

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Music : The Pussycat Dolls - When I Grow Up (Single)


After a failed attempt at becoming a solo artist, Nicole Scherzinger decided to regroup with her four backup dancers and continue on with the Pussycat Dolls. On “When I Grow Up,” she still seems to be the only one providing any distinguishable vocals, which disappoints me. Other members of the group, like Melody Thornton, have proven they are capable of singing. They could at least allow the rest of the dolls to sing backup vocals.

With that said, Nicole didn’t come back to an actual group. She’s just releasing more solo material with some high-profile backup dancers at her side. But she’s still a fantastic vocalist. Her voice bends and twists to fit the different tones and moods of the song; never sounding weak and always having personality. It makes me wonder if she’s the only one who sings because it’s written somewhere in their contracts, or if she’s just that much better than the rest of the group.

With the vocals aside, Darkchild served it up hot with this one. The beat is a danceable, guitar driven club banger with some synths jumping in at the chorus to give some modern flavor to the song. The lyrics are fun and have the same conceited nature as “Don’t Cha” and most of their songs afterward. The cliché, “Be careful what you wish for / ‘Cause you just might get it,” seems to be the strongest line of all, but doesn’t exactly fit the tone of the song.

After hearing it, I feel like I’ll be eternally confused as to whether or not the Pussycat Dolls are calling fame a curse or not.

“When I Grow Up” may not become worldwide phenomenon like some of its ancestors did, but it will certainly remind us that we should have missed the Pussycat Dolls while they were gone.

SCORE: B
KEEPERS: ”When I Grow Up”
* iTunes
* Amazon
Taken From : http://thearmoredstereo.wordpress.com/



Pussycat Dolls When I Grow Up Lyric

boys call you sexy
and you don’t care what they say
See everytime you turn around they screaming your name
boys call you sexy
and you don’t care what they say
See everytime you turn around they screaming your name

Now ive got a confession
When I was young I wanted attention
And I promised myself that I’d do anything
Anything at all for them to notice me
But I aint complaining
We all wanna be famous
So go ahead and say what you wanna say
You don’t know what its like to be nameless
Want them to know what your name is
Cus see when I was younger I would say

When I grow up
I wanna be famous
I wanna be a star,
I wanna be in movies

When I grow up
I wanna see the world
Drive nice cars
I wanna have groupies

When I grow up
Be on tv
People know me
Be on magazines

When I grow up
Fresh and clean
Number one chick when I step out on the scene

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

They used to tell me I was silly
until i poped up on the tv
I always wanted to be a superstar
And knew that singing songs would get me this far

But I aint complaining
We all wanna be famous
So go ahead and say what you wanna say
You don’t know what its like to be nameless
Want them to know what your name is
Cus see when I was younger I would say

When I grow up
I wanna be famous
I wanna be a star,
I wanna be in movies

When I grow up
I wanna see the world
Drive nice cars
I wanna have groupies

When I grow up
Be on tv
People know me
Be on magazines

When I grow up
Fresh and clean
Number one chick when I step out on the scene

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

I see them staring at me
Oh im a trendsetter
Yes this is true cus what I do, no one can do it better
You can talk about me, cus im a hot topic
I see you watching me watching me and I know you want it

When I grow up
I wanna be famous
I wanna be a star,
I wanna be in movies

When I grow up
I wanna see the world
Drive nice cars
I wanna have groupies

When I grow up
Be on tv
People know me
Be on magazines

When I grow up
Fresh and clean
Number one chick when I step out on the scene

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

When I grow up
I wanna be famous
I wanna be a star,
I wanna be in movies

When I grow up
I wanna see the world
Drive nice cars
I wanna have groupies

When I grow up
Be on tv
People know me
Be on magazines

When I grow up
Fresh and clean
Number one chick when I step out on the scene

Be careful what you wish for cus you just might get it
You just might get it
You just might get it

Be careful what you wish for cus you just might get it
You just might get it
You just might get it




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Saturday, June 28, 2008

Games : Dragon Ball Z: Burst Limit (PS3)



This 3D fighting game can be enjoyed by newcomers to the DBZ universe and Super Saiyan wannabes alike.

Specs: ESRB: Teen; Genre: Action; Number of players: 1-2 Players
CNET Editors' Rating 7.5/10 Very good
Released on: 06/10/2008

by Robert Workman

"KAMEHAMEHA!" Goku, Piccolo and the Dragon Ball Z gang return for another round of non-stop fighting action. Burst Limit marks the current-gen debut of the franchise, featuring the same overflowing fighting action seen in previous Atari games. It doesn't bring anything significantly new to the table, but it handles well enough to satisfy current fans – and draw in a few new ones as well.

Burst Limit's main draw comes from its Z Chronicles mode. Here, you'll follow a storyline that goes across three popular sagas from the animated TV series – Saiyan, Frieza and Cell. You'll alternate between various characters in this mode, starting with Goku and eventually cycling through a number of super-powered heroes and villains. Over the course of each fight, you'll find a large amount of unlockable content, such as playable characters, "drama scenes" (more on that in a second), character transformations (Goku's evolving into Super Saiyan, for instance) and other goodies. The mode takes only a few hours to finish – but it's fun to return to, if only to achieve a higher star rating for each individual episode.


Following the completion of the Z Chronicles mode, there's still plenty to do. Trial mode offers three separate challenges to test your Dragon Ball skills. Survival Mode throws a hundred opponents your way, requiring you to stay alive as long as you possibly can. Battle Point Mode grades you on your fighting performance and the various number of moves you use in battle. This mode is particularly fun, as it lets you explore the multiple techniques in your arsenal. Finally, a Time Attack Mode requires you to pummel 10 people in a certain time limit.

However, Burst Limit would be useless if you couldn't face competition. In Versus Mode, you can challenge a friend using the unlocked combatants you earn in Z Chronicles. There's a variety of characters here, some of which are more fun to play than others. (Racoome, for instance, is just too weird for his own good.) Burst Limit also offers online play, although the sessions were too laggy for their own good. At least the option to match up against other fighters of equal skill is a nice touch.


Although Burst Limit isn't the most original DBZ fighting game (it copies most of the stuff that worked in previous games in the series), it still works reasonably well. You can knock around opponents with combos, super moves, throws and other techniques, either running around on the ground or skyrocketing several hundred feet in the air. There's something immensely satisfying about knocking someone out of the sky and watching them slam into the earth like a meteor.

Presentation-wise, Dimps does a serviceable, if not overwhelming, job porting the DBZ universe to this advanced hardware. The animation is impressive, particularly when an opponent flies through the air uncontrollably, waving his limbs about in an attempt to regain consciousness. The backdrops look cool, both on the ground and several hundred feet in the air. The anime sequences are right on the money, particularly the button mashing sequences when you try to fend off a merciless multi-hit combo. As for audio, it consists of cheesy background music, bone-crunching sound effects and two channels for dialogue. One features the original U.S. voice cast, while the other is in Japanese with optional subtitles.

Overall, Burst Limit doesn't quite reach the next level of Dragon Ball Z euphoria that fans might expect, but it still holds up nicely. The fighting action is frantic and exciting, the presentation does its job (for the most part) and the multiple modes will keep your days filled with lots of fireball throwing and opponent-taunting. It doesn't go the Limit, but at least it won't "Burst" beneath your expectations.

Taken From : http://www.gamedaily.com





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Games: GRID (PlayStation 3)



Grid is a classy arcade racing game, providing enough depth and variety to satisfy any fan of the genre.

Specs: ESRB: Everyone; Genre: Driving; Number of players: 1-2 Players
CNET Editors' Rating 8.0/10 Excellent

Gamespot editors' review

  • Reviewed by: Guy Cocker
  • Reviewed on: 06/04/2008
  • Released on: 06/03/2008

Codemasters' Race Driver series has long put the emphasis on making the driver, not the cars, the stars of the show. Grid is the spiritual successor to this series, and though it still offers you the chance to travel the world as a racing driver, the emphasis is firmly back on the racing itself. Taking in a wide range of international venues and racing disciplines, Grid's career mode puts you in the shoes of a top racing driver. You'll freelance as a driver for other teams, form your own team, and negotiate sponsorship contracts so you can buy new vehicles. In addition, Grid has a highly accessible 12-player online mode, a new flashback feature to rewind the action after devastating crashes or costly mistakes, and a novel approach to trading vehicles. It may lack basic features such as adjustable weather and split-screen multiplayer, but Grid still has enough fresh ideas to make it a notable entry in the racing genre.

GRIDscreenshot
Grid's European scene focuses on real-life race circuits.

Grid splits its racing between three geographical locations, with Europe, the US, and Japan each presenting an assortment of racing styles. Europe features track-based racing, with famous locations such as the Nurburgring, Donington Park, and Le Mans on its roster. Europe also boasts a city track in Milan, but it's the US that is more focused on street racing with courses in Washington, San Francisco, Detroit, and more. Japan is clearly influenced by underground street racing and has short, winding tracks that are perfect for drifting around. Each of these locations demands different vehicles; Europe features touring and GT cars, the US has muscle cars such as Vipers and Mustangs, and in Japan you get to drive tricked-out Nissans and Subarus.

The main aim of the Grid World mode is to increase your reputation as a driver and earn money to buy new vehicles. You'll be paid for winning races, playing at harder difficulty levels, earning sponsor bonuses and being part of a winning team. As with many racing games, you need a selection of vehicle types to enter different racing events, and you can buy cars either brand-new or secondhand on eBay Motors. It's a rare example of in-game advertising done right: Some pre-owned motors run the risk of being too banged up, whereas others have proved themselves capable of winning races previously. One thing that Grid doesn't focus on is upgrading vehicle components; instead of buying new engines, you just sell your old banger and buy something better.

The simple upgrade system and accessible racing style mean that Grid is more of an arcade-style racing game than a sim. That said, the game is still challenging, and the believable AI opponents will happily smash you into walls. In a nod to realism, head-on collisions will often take you out of a race completely, though one of Grid's new features offers you a way back in. The flashback system, which can be selected from the pause menu, lets you rewind time and resume gameplay at a point before the mistake was made. Your chosen difficulty level determines the number of flashbacks at your disposal, and there's a cash incentive at the end of each race for not using the feature. Racing purists may baulk at the concept, but it's completely up to you whether you choose to use flashbacks in the game. In situations when you'd previously have to restart the entire race, you now have a second chance to try a corner, and the decision adds an interesting gambling element to the game--should you use your last flashback now, or save it for the final lap? Grid also provides concessions for hardcore players who want to make the game harder, with a pro mode that restricts you from restarting a race at all. Enabling the pro mode changes your entire approach for each race, given that every lap becomes a do-or-die test of nerves.

Grid's controls feel light, responsive, and even quite forgiving, but the damage model and challenging AI can make for a difficult first few races. Minor bumps and crashes will do little to impact the performance of your vehicle; bumpers will fall off and windscreens will shatter, but the innards of your car will perform as normal. However, major incidents will have a more drastic effect on your ability to race. Your vehicle might pull to one side or lose speed and acceleration, or even worse, it could fail completely.

GRIDscreenshot
Not all of that damage is superficial.

Once you're aware of these dangers, Grid becomes an enjoyably edge-of-your-seat racing experience. With the traction, braking, and stability assistance enabled, the game lets you perform some extraordinary braking manoeuvres, but you still need to be careful. While there's no option to have a racing line drawn on the track, a red light next to the map advises you of when to brake for corners. But Grid's greatest achievement is the driver AI, which does a fantastic job of replicating the behaviour of competitive and somewhat accident prone race drivers. Grid's drivers move in a choreographed formation at the beginning of each race, but they begin to take risks and make mistakes as they try to get to the front of the pack. You'll frequently find yourself misjudging a corner and spinning out, only to see a pack of rivals pile up the next corner down. There are also distinct racing styles between teams and drivers; race leaders will guard their position closely, whereas those at the back will cautiously slow down and go around you if you spin out in front of them. Whichever difficulty level you choose to play at, they're a clever and challenging bunch to race against.

Grid offers a huge number of different racing disciplines to try, from standard GT and pro-tuned races to drift competitions around winding Japanese circuits. There's even a demolition derby, with a track that has two crossovers where airborne cars can smash into each other at right angles. Each season of the Grid World mode ends with a Le Mans 24 Hour Race, and though it's normally condensed into a 24-minute period, it feels only slightly less demanding than the real thing. Caffeine-addled players can choose to follow it in real time by setting up a full 24-hour race outside of the career mode, but you still get to see the full day and night cycle whatever period of time you choose.

For multiplayer racing, Grid offers support for up to 12 players connected via PlayStation Network or a local area network. All of the racing events from the single-player game can be played online, including demolition derbies and Le Mans, but the game modes are fairly limited, with only ranked, player, or private matches to select. If you're creating a private match, you get complete control over the race types, race length, and damage options, but in the ranked and player matches these are voted for by all of the players in the lobby. It's good that vehicle options tend to be limited to one or two different models in each race because it makes Grid a fair and balanced racing game to play online, but it would benefit from a few additional modes and features. For example, there are no team-based races, you can't save replays, and there are no online TV channels to watch live races from around the world. The lack of split-screen multiplayer also comes as a blow, especially if you're not in a position to play online or link systems.

GRIDscreenshot
The interior camera view offers a realistic perspective on the action.

The new version of Codemasters' Neon engine, named Ego, imbues Grid with some particularly impressive visuals. The backgrounds aren't always sharp, but the action moves at such a frightening pace that you'll rarely have a chance to notice. There are some nice stylistic touches, such as camera tilt as you take corners at speed, and the interior camera offers a spectacular view of the car you're driving. On the technical side, Grid runs at a solid 30 frames per second with no slowdown during pileups. The one notably absent feature is weather effects, given that the game features nothing other than warm, sunny conditions in which to race. The Le Mans track may feature 24-hour day-and-night rotation, but the lack of rain or even day/night options for single races is a large omission.

Grid's presentation is similar to Dirt's, and that's certainly no bad thing. Menus are laid out simply and are easy to navigate, and the game throws up plenty of hints if you're not doing something correctly. You're frequently reminded to apply sponsor logos to your vehicles, play at a higher difficulty if you're constantly winning, and an intercom system is used to remind you of objectives during the race. The latter feature can actually become quite annoying if you're trying to concentrate on a difficult race, but voices can be turned off in the menu system if you find that you don't need them. As well as gorgeous in-game graphics, the stylish presentation of the menu system is enough to make you stop and admire it every once in a while. From the teammates who circle your garage to the statistical updates in the loading screens, this is a game that's blessed with incredible attention to detail.

GRIDscreenshot
Drift races score you on style as well as speed.

One area that Grid falls down on is its audio. Engine noises don't always sound as meaty as they should, especially when you're using the in-car view, and some of the cars' engines are difficult to distinguish from one another. Musically, there's a superb intro theme courtesy of UNKLE, but the music in the menus is bland, and the few in-game tracks add little to the atmosphere. The Xbox 360 lets you play your own music over the top, of course, but Grid would benefit from a more exciting and memorable soundtrack to add to the thrill of high-speed racing.

As both an extension and a rewrite of the Race Driver series, Grid is certainly a successful progression of Codemasters' art. It may not feature the customisation of Forza 2, and it doesn't have the diversity of online modes found in Project Gotham Racing 4. But as an alternative to arcade racers such as Need for Speed and Juiced, Grid is an accessible and rewarding first step in what we hope will be an ongoing franchise.







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Recipe : Double-Banana Bread

  • Prep Time 15 min.
  • Cook Time 1 hr. 15 min.
  • Serves 18

Recipe Provided By: Kraftfoods.com

See more from
Kraftfoods.com on Yahoo! Food


Average (530 Ratings): 4 out of 5 stars



1. Ingredients

1. 1 1/2 cups flour
2. 1/2 cup sugar
3. 2 teaspoons CALUMET Baking Powder
4. 1/2 teaspoon baking soda
5. 1/2 teaspoon salt
6. 2 eggs
7. 1 1/2 cups mashed ripe bananas
8. 1/4 cup oil
9. 1/4 cup water
10. 1 1/2 cups POST SELECTS BANANA NUT CRUNCH Cereal
11. 1 cup chopped PLANTERS Walnuts

2. Cooking Directions

1. Preheat oven to 350 degrees F. Mix flour, sugar, baking powder, baking soda and
salt in large bowl; set aside. Beat eggs in small bowl. Add bananas, oil and
water; mix well. Add to flour mixture; stir just until moistened. (Batter will
be lumpy.) Stir in cereal and walnuts.
2. Pour into greased 9x5-inch loaf pan.
3. Bake 55 min. to 1 hour 5 min. or until wooden toothpick inserted in enter comes
out clean. Cool in pan 10 min.; remove to wire rack. Cool completely.

Yield: 18 servings

3. Still Hungry?

Your friends and family will seriously 'go bananas' over this spectacular bread.

Notes:
For Easier Slicing
Wrap bread in plastic wrap and store overnight before cutting into slices to serve.

Variation - Chocolate-Speckled Banana Bread

Stir 1 finely chopped square BAKER'S Semi-Sweet Baking Chocolate into batter along with the cereal and walnuts. Bake and cool as directed. Place an additional 3 finely chopped squares BAKER'S Semi-Sweet Baking Chocolate and 1/3 cup whipping cream in microwaveable bowl. Microwave on HIGH 1-1/2 min.; stir with wire whisk until chocolate is completely melted and mixture is well blended. Drizzle over loaf. Let stand until glaze is set.



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Recipe : Buttermilk Baked Chicken

  • Prep Time 10 min.
  • Cook Time -
  • Serves 4

Recipe Provided By: Martha Stewart

Average (158 Ratings): 3.5 out of 5 stars



1. Ingredients

  1. Vegetable oil, for baking sheet
  2. 8 slices white bread
  3. 1 cup buttermilk
  4. 1 teaspoon hot-pepper sauce
  5. Salt and pepper
  6. 3/4 cup grated Parmesan cheese
  7. 1 teaspoon dried thyme
  8. 4 pounds chicken parts (preferably legs, thighs, and wings), rinsed and patted dry
Nutrition Info

Per Serving

  • Calories: 1047 kcal
  • Carbohydrates: 36 g
  • Dietary Fiber: 1 g
  • Fat: 55 g
  • Protein: 95 g
  • Sugars: 5 g

2. Cooking Directions

  1. Preheat oven to 400 degrees F. Generously rub a baking sheet with oil. In a food processor, pulse bread until it turns into coarse crumbs.
  2. In a large bowl, stir together buttermilk, hot-pepper sauce, 3/4 teaspoon salt, and 1/2 teaspoon pepper. In a separate bowl, mix breadcrumbs, Parmesan, thyme, and 1/8 teaspoon pepper.
  3. Place the chicken in the buttermilk mixture, turning to coat evenly. Working with one piece at a time, remove chicken from liquid, letting excess drip back into bowl; dredge in the breadcrumb mixture, turning to coat evenly. Place coated chicken pieces on prepared baking sheet.
  4. Bake until chicken is golden brown, about 35 minutes.

Yield: 4 servings

3. Still Hungry?


Served with slaw or potato salad, this chicken dinner will feel like an indoor picnic. Any leftover chicken will make a great school lunch.

Taken From : http://food.yahoo.com




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Friday, June 27, 2008

Music : Journey "Revelation"




Rating:Out of 10

Journey is:

Arnel Pineda - Vocals
Neal Schon - Guitars and Backing Vocals
Jonathan Cain - Keyboards and Backing Vocals
Ross Vallory - Bass and Backing Vocals
Deen Castronova - Drums and Backing Vocals


I must admit that Journey is a band that has fallen off of my musical radar for quite some time. I wasn’t a big fan of Steve Augeri’s work in the band, but was I glad that Journey kept going. Like the majority of Journey fans out there, I too am a fan of the Steve Perry era of the band. I had no plans to check out Journey’s new CD, Revelation at all.

I recently read Andrew McNiece’s review at Melodic Rock.com giving this release high marks. I have come to trust Andrew’s opinion over the years, so I decided to give Journey another chance.





In the U.S., Revelation is a Walmart Exclusive release, and is two CD/ 1 DVD set, for the price of one CD. Yes, you read that correctly. Journey is giving you a chance to check out the latest version of the band, with a CD of new material, a CD of re-recorded hits with Arnel Pineda on vocals, and a DVD covering some live footage with the band.


There have been quite a few bands as of late trying to recapture the magic of their old sound. Some of them have done it well (Whitesnake) and some of them not so well (Dokken). I can honestly that with Revelation, Journey has finally put out a release that rivals those of their hit making years with Steve Perry.

By now, I am sure you know that Journey found Arnel Pineda via a You Tube video. They must have been impressed with what they saw and heard, and I have to second that opinion with his work on Revelation. Make no bones about it, Pineda doesn’t try to inject a new sound into Journey’s music. He is almost a dead ringer for Steve Perry vocally.

I don’t know if Pineda’s vocals have breathed new life into Journey, but the whole band seems re-energized. Neal Schon’s guitar work on this album is nothing short of superb. Cain, Vallory and Castronova also sound inspired.

With Arnel Pineda, Journey can forge ahead with the sound their fans love. While it may be true that Journey isn’t breaking any new ground here, I don’t think too many people will care. Revelation is going to please a hell of a lot of Journey fans, as well as the Steve Perry diehard fans out there.

Revelation is one of the highlights of 2008, and one of the best Melodic Rock discs so far this year. Highly recommended!

Taken From :http://hardrockhideout.wordpress.com








Track List
----------

Disc: 1
-------
01 Never Walk Away 4:19
02 Like A Sunshower 4:29
03 Change For The Better 5:52
04 Wildest Dream 5:02
05 Faith In The Heartland 6:18
06 After All These Years 4:10
07 Where Did I Lose Your Love 5:02
08 What I Needed 5:28
09 What It Takes To Win 5:23
10 Turn Down The World Tonight 4:56
11 The Journey (Revelation) 5:25

Disc: 2
-------
01 Only The Young 4:14
02 Don\\\'t Stop Believin\\\' 4:55
03 Wheel In The Sky 5:01
04 Faithfully 4:47
05 Any Way You Want It 3:25
06 Who\\\'s Crying Now 5:16
07 Separate Ways 5:27
08 Lights 3:16
09 Open Arms 3:22
10 Be Good To Yourself 4:29
11 Stone In Love 4:28


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Thursday, June 26, 2008

Music : Camp Rock soundtrack 'kid-friendly winner'




Various artists

Camp Rock(soundtrack)

Walt Disney Records

Fans who can't wait for new material from Disney sensations the Jonas Brothers don't have to be patient for much longer.

Though their Summerfest headlining date isn't until July 6, and their third album won't be released until Aug. 12, the sibling pop trio appears in the new Disney Channel movie "Camp Rock," premiering at 7p.m. Friday.

And if that's still not soon enough, the "Camp Rock" soundtrack hits stores on Tuesday.

"Camp Rock" stars 18-year-old Joe Jonas as Shane, a bad-boy rock star who spends his summer as a guest counselor at a camp for aspiring musicians. While there, he meets love interest Mitchie, played by newcomer Demi Lovato, along with a group of campers whose talents are as varied as their personalities.


Cue the many opportunities for song and dance and, if the music is any indication, Disney might have another hit on its hands.

Full of hooks that will stay in your head for days, the soundtrack also features empowering messages in its lyrics. In the rousing girl-power tune "Who Will I Be?" Lovato (who will open for the Jonas Brothers at Summerfest) declares "there's nothing that I can't do." Even though the movie is aimed at Disney's tween-age viewers, the album's themes of self-esteem and self-discovery are enough to inspire even the older listener.

The soundtrack is also notable for its variety of musical styles, such as the reggaeton-inspired "Hasta La Vista" (performed by Jordan Francis and Roshon Bernard Fegan) and the electro-pop "Too Cool" (sung by Meaghan Martin).

But the standout song is easily "Play My Music." Performed by the Jonas Brothers, this rock ode to music ("Music's in my soul /I can hear it every day and every night") has the makings of a top 40 hit.

Whether the "Camp Rock" movie will be a hit remains to be seen, but at least the soundtrack is a kid-friendly winner.

Taken From : http://www.jsonline.com/



Song Title Artist
1. We Rock Cast of Camp Rock
2. Play My Music Jonas Brothers
3. Gotta Find You Joe Jonas
4. Start the Party Jordan Francis
5. Who Will I Be Demi Lovato
6. This Is Me Demi Lovato
7. Hasta La Vista Jordan Francis
8. Here I Am Renee Sandstrom
9. Too Cool Meaghan Martin
10. Our Time Is Here Demi Lovato
11. 2 Stars Meaghan Martin
12. What it Takes Aaron Doyle




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Wednesday, June 25, 2008

Movie : Journey to the Center of the Earth 3D (PG)




Length: 92 min
Rated: PG
Distributor: New Line
Release Date: 2008-07-11

Starring: Brendan Fraser, Josh Hutcherson, Anita Briem, Seth Meyers, Giancarlo Caltalbiano, Garth Gilker

Directed by Eric Brevig
Produced by Beau Flynn, Cary Granat, Charlotte Huggins
Written by Michael Weiss, Jennifer Flackett, Mark Levin


Reviewed by Katey Rich

For decades theme parks have made attractions out of 3D movies-- Universal's Terminator 3D, or MGM's Muppets 3D-- so it makes sense that the first big live-action 3D movie of the current 3D craze feels like a theme park attraction. The journey of Journey to the Center of the Earth 3D feels like a visit to Frontierland, with boat rides, mine carts, and one heck of a log flume. Experiencing it all in glorious 3D ups the ante-- it'll be a brave 8-year-old who never finds his palms sweating.

Journey 3D is predictable, cheesy and not even a little edgy, but it's also as much fun as you're likely to have in a PG movie this summer. A retelling of Jules Verne's original story that takes the 19th-century novel as fact, the movie is a dream come true for anyone who's every imagined stepping through the wardrobe or riding the Hogwarts Express. If the lead characters are a little bland and unoriginal, it's all the better for us to put ourselves in their spelunking shoes.




Brendan Fraser stars, however improbably, as geology professor Trevor. His brother Max disappeared years earlier while researching "volcanic tubes," essentially express lanes to the center of the earth. Trevor has continued Max's research and is in danger of losing his department as a result, but during one fateful weekend visit from Max's son Sean (Josh Hutcherson), the numbers of his research align and inspire Trevor to embark again on Max's old expedition. Along the way Trevor and Sean meet up with an old scientist's daughter in Iceland (Anita Briem), and the three trek up a mountain to find one of Trevor's geologic sensors. But, of course, it's only a few wrong steps before the journey heads way, way down below.

Over the course of the intra-terrestrial adventure, there's some uncle-nephew bonding and a rote romance. But it's all reasonably interspersed among thrilling scenes of action, the better ones including jumping, flesh-eating shark that attack a raft, a rickety mine cart/roller coaster, and a T-Rex that, for whatever reason, lives happily in the earth's molten core. Each of the scenes make copious use of CGI, but with the 3D glasses and the highly unrealistic setting, it's not as egregious as it was in, say, the newest Indiana Jones.

And the 3D is used for all kinds of fun gags, like a yo-yo flying at the audience's face, or fish snapping their teeth seemingly inches away. But it also effectively draws the audience into the story in a way a normal movie this predictable couldn't manage. Moments that might otherwise be groan-inducing become much-needed comfort or comic relief for an audience that's as close to part of the action as they can get.

The chef flaw of Journey 3D is in how long it takes to get going, and how much time is dedicated to nonsense science explanations of phenomena the audience is perfectly willing to accept as is. But luckily the science talk is abandoned as soon as the trio begins its journey, and the characters spend most of their time shouting things like "Watch out!" and "Find the geyser!"

You could accuse Journey of being crudely commercial, hitting all the audience-pleasing beats without too much creativity in the mix. But that would be denying the sheer pleasure of going through an experience with a predetermined ending-- like any given romantic comedy, or, say, a roller coaster. Strap on your 3D glasses, keep your hands and arms inside the seats, and enjoy the ride.




Taken From : http://www.cinemablend.com




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Games : Assassin's Creed (PlayStation 3)



* Reviewed by: Kevin VanOrd
* Released on: 11/13/2007
Assassin's Creed will stay with you long after you finish it. Here is one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it's more than just a world--it's a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with silky-smooth controls and a complex story that will slowly grab you the more you play. Make no mistake: Assassin's Creed is one of the best efforts of the year and a must-own game for Xbox 360 and PlayStation 3 owners.

Assassin's Creedscreenshot
The citizens of Damascus have a lot of secrets to hide.

Not enough can be said about the living, breathing world that you'll inhabit in Assassin's Creed. As assassin extraordinaire Alta£r, you'll explore three major cities of the Holy Land in the 12th century: Jerusalem, Damascus, and Acre. Each city is beautifully rendered from top to bottom and features meticulously crafted towers that reach for the sky, bustling market squares, and quiet corners where citizens converse and drunks lie in wait to accost you. As you wander the streets (and rooftops), you'll push your way through crowds of women carrying jars on their heads, hear orators shout political and religious wisdom, and watch town guards harass innocent victims. Alta£r has a profound effect on this world, but the cities are entities all their own, with their own flows and personalities.

The visual design has a lot to do with how believably organic everything feels. The cities are absolutely huge, and though you don't get full exploration privileges in the first few chapters, they eventually open up to let you travel seamlessly from one side to another. Everything is beautifully lit with just the right amount of bloom effect, and almost everything casts a shadow, from tall pillars to Alta£r's cloak. In fact, sometimes the shadows get to be a bit much and may make you think for a moment that there is artifacting on your screen, when in fact it's a character's head casting a shadow on his or her own neck. Every object, from scaffolds to pottery, is textured so finely you feel as if you could reach out and touch it. Animations are almost as equally well done. Alta£r scales walls, leaps majestically from towers, and engages in swashbuckling swordfights that would make Errol Flynn proud. And he does it all with fluid ease, generally moving from one pose to another without a hitch. Minor characters move gracefully as well, though one of the game's few visual drawbacks is the occasional jerky animation on the part of a citizen. However, it's easy to forgive, considering that the cities are populated with thousands and thousands of individuals. In fact, these tiny blemishes are noticeable only because everything else looks so incredible.

What you hear is even more impressive than what you see. At the top of a temple, you hear little but the rush of wind, the twittering of birds, and the barking of a far-off dog. In the most populated areas, your ears will fill with the din of street vendors, the pleas of beggars, and the occasional humming. It's never too much, though, and the game does a good job of making sure you hear what you need to hear (for example, the cries of citizens who need your help), without filling your ears with pointless noise. All these effects, along with the clangs of swords and groans of assassinated foes, are outstanding. The voice acting of the supporting cast is similarly remarkable. Conversations are completely believable and delivered with the perfect amount of solemn dignity. Oddly, the weakest link is Alta£r himself. Actor Philip Shahbaz does an all right job, but he isn't up to par with the first-rate acting of his fellow troupe. Rounding it all out is a beautiful orchestral score that is most notable for its subtlety. Many of the game's most impressive moments are accompanied by lovely musical themes that add even more threads to the game's rich living tapestry.

Assassin's Creedscreenshot
Climb to the pinnacle of a tower for a bird's-eye view.

Fortunately, the story that binds it all together rises to the occasion. Actually, there are two related stories in play. The unfolding drama of Crusades-era Palestine is a mere memory, forcibly pulled from a modern-day bartender named Desmond by a resolute researcher using a machine called an animus. The memories aren't Desmond's own--they are Alta£r's, stored safely in the hapless subject's genetic code. We follow Alta£r as he assassinates nine public figures at the command of his master, and as the common thread that ties these men comes into focus, so does the true identity of Desmond's captors. There are no cutscenes in the traditional sense; every bit of story exposition and dialogue flows smoothly from the gameplay and takes place entirely within the game engine. The ending is confusing, and it blatantly leaves open the possibility of a sequel, but it's a small blemish on an otherwise stirring tale. Alta£r's world is not one of absolutes. His assassination targets aren't always evil, and Alta£r isn't always likable. As he is fond of reminding us, "Nothing is true. Everything is permitted."

Of course, such an authentic world would be meaningless without a lot of fun things to do in it. Thankfully, Assassin's Creed is endlessly entertaining in that it features a fine mix of stealthy exploration, tight platforming, and exciting combat. To discover the whereabouts of your assassination targets, you must first follow up on possible leads. There are several different mission types in this regard. In some cases, you sit on a bench and listen in on secret conversations. At other times, you will closely follow someone carrying an important letter that you'll pickpocket. Alternately, you can beat the information out of your target. Most missions are relatively easy to pull off in the early stages of the game. But once the guards and townspeople start recognizing you (or you alert them to your presence too close to the scene of one of your crimes), they get a little tougher.

There are also some optional tasks, such as rescuing innocent townspeople from the clutches of guards. The reward for doing so is a group of vigilantes who will hang out in the area afterward and hinder any foes chasing you. It's also a good way to try out Assassin's Creed's combat, which is surprisingly satisfying, considering the game's focus on sneaking around. You can pounce on enemies using your hidden blade (an incredibly rewarding one-stab kill), or use throwing daggers to take enemies down from a distance. However, your sword is your melee mainstay, and though the hack-and-slash combat may seem simple at first, it gets more challenging once you unlock the various countermoves. Often, you'll have a dozen or more attackers to fend off at once, but though these fights can be a little tricky, you'll never feel as if you're in over your head. In fact, the few circumstances in which you are forced into combat--such as a late-game boss fight against a seemingly endless crowd of attackers and their leering leader--are challenging and require some pitch-perfect timing to counter every strike and lunge.

Assassin's Creedscreenshot
Combat is a whole lot of bloody fun.

Nevertheless, brute force is rarely the best way to handle a situation. You want to slink unnoticed through the crowds, but you can draw attention to yourself in a number of ways--whether it be galloping past a guard station on a horse, knocking pottery off of someone's head, or getting so frustrated by the various beggars that you fling them away from you. (And trust us--these are the most aggressive panhandlers you'll ever meet.) If you antagonize the guards, they'll give chase. Yes, you can stick around and fight, and though it's never the easiest option, breaking stealth does not damn you to death like it does in other sneaking games. But why not lure them to a rooftop? Once up there, you can grab them and fling them to the street below. Or if there are too many of them, you can jump across the rooftops gracefully until you find a hiding place, such as a nice bale of hay or a curtained garden. Once you're hidden, they'll break chase and you'll be free to roam about.

You can also seek refuge in small groups of scholars who serve as mobile hiding places. It's a bit contrived to walk into a stationary cluster of scholars and have them suddenly start moving simply because you're there, but it gets the job done. Actually, if there's any drawback to the usually excellent gameplay, it's how synthetic certain elements feel. Vigilantes are always in the same spot, missions reset if you don't get them right the first time, and those same guards will be harrassing that citizen, an hour after you pass by. It's easy to forgive these quirks though, given the easygoing flow of the world surrounding these pockets of gameplay.

Climbing up buildings and jumping around the rooftops is fun and breezy, thanks to effortless controls that strike a great balance between ease of use and player input. You can leap across alleys and scale walls with the pull of a trigger and the press of a button, and though it's possible to launch yourself from a wall or hurtle through a vendor's booth by accident, these moments aren't very common. You'd think that a city specifically designed to let you climb structures and caper about the roofs would look overly artificial, yet there's never a moment when you will think to yourself, "Wow, that looks like a place where I'm supposed to jump." The architecture looks completely natural, which makes Alta£r's abilities all the more exciting to pull off. The environments don't look as if they were created for him to climb around on; he just uses the hand he's been dealt, as any good assassin should.

Assassin's Creedscreenshot
Eavesdropping will reveal a wealth of information.

In Assassin's Creed, the greatest joy comes from the smallest details, and for every nerve-racking battle, there's a quiet moment that cuts to the game's heart and soul. Climbing towers to uncover portions of the map is a simple mechanic but forever satisfying, thanks to the beautiful vistas and soft musical themes that accompany the view. Even the drunks that pester you are amusing and fun, though their constant shoving is more than annoying, especially if you are trying to pickpocket a pedestrian or eliminate a target without a fuss. It all makes your missions that much more compelling, and you'll be inclined to explore every nook and cranny and take on every optional task, just for the fun of it. There's a ton of stuff to do, and even when you've exhausted your official tasks, you can search for the collectible flags and crosses strewn around the cities and countryside. You could probably plow through the main quest in 20 hours if you're lucky, but completists might spend close to 50 hours finishing every quest and gathering every collectible.

There are few differences between the Xbox 360 and PlayStation 3 versions. PS3 owners are blessed with a slightly more solid frame rate, although the 360 version features a little more contrast in the lighting, so it's pretty much a wash. But regardless of which platform you go with, you'll have an amazing and unforgettable game. Assassin's Creed is the kind of game you tell your friends about, and one that should be in your collection.



Taken From : http://reviews.cnet.com


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Recipe : New York Cheesecake


SUBMITTED BY: MHARMAN486
PHOTO BY: Allrecipes

"This is a great cheesecake. I get a lot of requests for the recipe."

PREP TIME 30 Min
COOK TIME 50 Min
READY IN 4 Hrs
SERVINGS & SCALING

Original recipe yield: 1 - 9 or 10 inch springform pan
number of stars

INGREDIENTS

  • 2 pounds cream cheese
  • 3/4 cup white sugar
  • 2 eggs
  • 1 teaspoon vanilla extract
  • 2 tablespoons cornstarch
  • 1 cup sour cream
  • 1 1/2 cups graham cracker crumbs
  • 6 tablespoons melted butter
  • 1/4 cup white sugar

DIRECTIONS


  1. Preheat oven to 400 degrees F (205 degrees C).
  2. Mix graham cracker crumbs, melted butter, and 1/4 cup sugar together. Press mixture onto the bottom of one 9 or 10 inch springform pan. Place in freezer for 10 minutes.
  3. Cream 3/4 cup of the sugar and cream cheese until smooth. Beat in eggs, vanilla, and cornstarch until just mixed. Stir in sour cream until blended. Pour into prepared crust.
  4. Bake at 400 degrees F (205 degrees C) for 45 minutes. Turn oven off and leave cake in oven with the door ajar for 3 hours. Serve with your favorite topping.


Taken From : http://allrecipes.com



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