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Filed under: Uncategorized — everything November 15, 2010 @ 9:29 pm

Chronicles Of Riddick: Escape From Butcher Bay PC Demo

It seems a little late to be promoting the Chronicles of Riddick game at this point, but in truth it has been overlooked by a lot of people simply because games based on movies tend to suck. This is one of the exceptions. A PC demo has recently been released for “Chronicles of Riddick: Escape From Butcher Bay” which was released on the X-Box early last year and later came to PC as a “Developer’s Cut”, which included extra levels and an audio commentary track among other things. This demo is approximately 200 MB in size and includes a brief tutorial along with a level called “The Mainframe”. If you still haven’t seen the amazing visuals from this game, give the demo a try. You’ll be blown away.

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Custom Guitar Cab Sexiness!

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Resident Evil 5 – Xbox Live Demo

January 27th, 2009

If you’re a fan of the survival horror series, or have not been hiding under a rock for the past couple of years, you’ve probably heard of the Resident Evil series, namely a sequel to the fourth installment in game (In idea, and not directly) called Resident Evil 5.

Boasting as the first Resident Evil game to take advantage of the new generation software for the Xbox 360, and Play station 3 respectively, and a release date due for March of 2009, recently a demo version of the game has been made available on the Xbox Live Marketplace, and with a few hours and some hard drive space, I decided I’d delve into this next generation thriller to see what it is that’s being brought to this table this time around.

The game starts you off as Chris Redfield, a character with a vaguely similar appearance to others in the franchise, though I won’t make mention of who, or where. You’re greeted with two levels each of which seem to be sampled from the game itself, but the introductions and starting cut scenes torn from them. Ideally to preserve the surprise you’ll get when you play the actual game.

After a moment or two familiarizing yourself with the controls, you’ll quickly notice that this is a game from the same vein as its predecessors, namely Resident Evil Four, and Resident Evil outbreak, both of which incorporated a lot of the same thing you see here. The controls and game play in the former, the co-op function in the latter.

Partnered next to you, is Sheva Alomar, though much about her is unknown, she plays the role as your partner, here to help you, find stuff for you, assist you in attacking, defending, running away, and ultimately the one person to turn too if you get into a jam.

Like repeatedly getting cut by a sharp object one of the locals were friendly enough to break out the moment you arrived, though majority of them move slow ludicrously slow that you find yourself wondering if they’d stepped in some sticky putty before deciding to attack you, or managed to run within 10 feet of you before stepping on a sharp rock and deciding to walk.

This is still a survival horror game, but it should be noted that it’s a 2 player survival horror game, no matter how you split it, as most of the game play and even the HUD seems understanding of the idea that Sheva is just as important as you, and the only one who can save you in case things go south, which they do.

Immediately after a few steps in the first level and a few flashing button sequences, your found out by the locals and forced to play a very harsh game a survival, in which you scammer around and hunt for ammunition while the locals grab pointy rocks and objects to hit you with because they don’t like you, following a very graphic cut scene of course.

Now I remain confident in saying that Resident Evil 4 remains one of the better games made in the past years, and that Resident Evil outbreak had a really good idea but executed them horribly, but I also remain confident in saying that when you put the two of them together it’s not as good as one would have hoped.

The controls themselves are passable, but nothing amazing, aiming feels sluggish, and clunky. Bullets are often quick to fire, but more often then naught you’ll find yourself mixing up the button to shoot and the button to use your map several times. Aiming can be a chore because while you’d expect a situation with zombies and large axe wielding foes nearby, the character would at least be erratic, but instead he chugs the gun and himself along and the only way to get him to run is more like a jog then it is a full out sprint.

More often then naught, you’ll find yourself frustrated with missing a head shot, or wasting a bullet because of how annoying the targeting system is, and unlike Resident Evil 4, it offers a change in control scheme instead of the controls themselves, though you can toggle with the aiming speed and axis’s if you wish to do so.

From there, the game really shines, as much unlike Resident Evil 4, ammo is much scarcer, but the enemies are far from scarce. At any time you’ll find yourself staring down twenty to thirty enemies on screen, with only a few handgun bullets and shotgun shells to share between the two of you. From which you can easily choose to run away from, or get in close and melee at the risk of getting killed from a stray blow, or getting grabbed from the back, or something of the sort.

The game takes a page out of Army of Two’s book, by enforcing a very careful plan to get you to use your partner, you can help them get from one side or another, solve puzzles with their help, or defend them from enemies when you get grabbed or when they get grabbed. If your on the brink of dying and can’t heal yourself they’re your best options towards healing yourself, and running as quickly as you can away before the creature that previously mauled you has a chance to do it again.

Though you stand up not an inch away from that enemy so it isn’t so much saving your patner or getting saved as it is prolonging in inevitable as while they were picking you up, the hordes of zombies and other nasty creatures are looming ever closer.

Of course this only makes things oh-so-much easier, because they (Your partner) still run out of bullets and options when you do, and killing the enemies one after another with the only option to run makes it a bit tough to survive, thusly the survival aspect of it. Though you or your partner will die very often, and when one of your goes it’s straight to the continue scene for the both of you.

Though, most Resident Evil games upwards of three tried too hard to enforce survival over horror, and replaced sheer terror with jumpy shock value kind of moments, slammed into your head with how slow you move, while ignoring the fact that well, if these are infact well trained soldiers why do they seem as if they move like they spent all day working out at the gym, and taking vicadin so they can’t move fast enough to save their own lives. Either that or they came down off a massive sugar rush, I’ll let you be the judge of that.

Speed is probably the biggest flaw I see with this game, as if you overlook the partner aspect, and the nasty fact that she can block your shots but you can’t shoot her, the control scheme that you more then often will forget, and the upwards difficultly that the game is attempting to bring, you’ll find some value in giving this demo a spin for an hour or two. The second level sports more of the same goodness found in the first, and the demo also offers Online and Offline co-op, with a player controller partner if you choose it. Though the AI controller partner works all the same.

I look forward to giving a full review of this game, as soon as it comes out in March of this year.

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Cosmic Discoveries is a great free demo for your iPhone

Every so often I see a free app that is just dying to be used as an iPhone demonstration. The candidate for today is the American Museum of Natural History app called Cosmic Discoveries.

When you open the app, you see an image of Saturn. It’s a bit crinkly, so you dive in for a closer look, dragging your fingers apart to trigger a zoom. What you’ll find is that the image is composed of many hundreds of pictures that can be expanded to near full screen proportions. The zoom goes almost literally to infinity. Some of the pictures are historical photos of observatories or scientists, while many others are striking images of the planets and deep space objects taken by some of our best observatories, or the Hubble or Spitzer Space Telescopes.

You can explore the images and the attached information for hours. Alas, all things are not perfect. The app doesn’t support the iPhone 4 Retina display. Another big foul up is that you’re given the opportunity to share any image with someone via email, but when the image arrives, text is plastered across the middle of the image suggesting that the recipient download the app, too. It’s hard to believe that the people who want you to enjoy the grandeur of the universe would deface their own images for some cheap promotion, which could have been handled in the text of the email and not in front of the image.

I hope that rather glaring fault gets fixed, but even so, this is a really cool program that you can explore at no cost. You’re bound to learn a few things, and the gigantic zoom is just the thing to show off your iPhone. There’s no iPad-specific version, and the app requires iOS 2.2.1 or later.

Gallery: Cosmic Discoveries app for iPhone

Cosmic Discoveries is a great free demo for your iPhone originally appeared on TUAW on Thu, 28 Oct 2010 09:00:00 EST. Please see our terms for use of feeds.

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Demo games for PSP to Download

If you’re looking for movies, games, and music for your PSP, we recommend that you try out PSP Blender.

They have movies, television shows, video games, music, and PSP software. The downloads are the full version games and movies, exactly like the original. Best of all is that they support all current firmware versions of PSP. We tried it and never looked back. Check out PSP Blender. The files are downloaded to your computer then you simply transfer the files straight to your PSP using a USB cable or compatible memory stick reader. They also offer all software needed and complete step by step instructions making the process simple even for a child.

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Filed under: Everything — everything November 14, 2010 @ 12:28 pm

Intel to show off Sandy Bridge at IDF next week, AMD counters with Zacate demo nearby

Now this is what you call a juicy standoff. Intel has announced that Paul Otellini will grace the stage at IDF next week with a demo of his company’s next-gen CPU/GPU chip, codenamed Sandy Bridge, and not to be outdone, AMD has immediately retorted with plans to put its own Zacate competitor up on display — at the same time, in the same city, but at a slightly different location. Both Zacate and Sandy Bridge meld general-purpose and graphical processing duties into one slice of silicon, consolidating the traditionally discrete CPU and GPU into a power-efficient do-it-all chip. You’ll find details of where AMD’s impromptu demo will be taking place after the break, whereas the Intel Developer Forum will probably be discoverable by the masses of bespectacled engineers trudging in its general direction. Boy, San Fran’s gonna be one happening place next week!

Continue reading Intel to show off Sandy Bridge at IDF next week, AMD counters with Zacate demo nearby

Intel to show off Sandy Bridge at IDF next week, AMD counters with Zacate demo nearby originally appeared on Engadget on Fri, 10 Sep 2010 08:14:00 EDT. Please see our terms for use of feeds.

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e4 Contacts Demo

Recently I contributed my e4 contacts demo to the e4 (e4 = Eclipse 4) cvs repository. Goal of the demo is to give good examples for e4 RCP related topics, like

  • CSS based styling and theming
  • Modeling the application UI skeleton
    (menu, toolbar, parts, commands, handlers, …)
  • Data binding everywhere
  • Product branding (not started yet)
  • Co-hosting using p2 (self-update, not started yet)

Here is a screenshot of the application using a dark css based theme:

contacts-dark-small.png

And here the same application using a brighter css based theme:

contacts-bright-small.png

The styling is pretty simple right now, I will enhance it using textures and gradients as soon as these features are implemented. The next screenshot shows the EMF based UI model of the application (workbench) skeleton:

contacts-workbench-model.png

Modeling the application workbench UI like this is very easy and straight forward. Rather than dealing with complex layouts programmatically or using extension points you can get a decent application skeleton quickly.

How to get and run the demo?

  • Install the latest Eclipse 3.5 SDK (currently 3.5RC1)
  • Install the latest EMF SDK
  • Open the cvs repository:
    host:dev.eclipse.org
    root:cvsroot/eclipse
    user:anonymous
  • Check out the project e4/releng
  • Import the following team project sets
    form releng/org.eclipse.e4.ui.releng:
    e4.ui.psf
    e4.ui.examples.psf
    e4.ui.css.psf
  • After having imported all the necessary projects from cvs, open project org.eclipse.e4.demo.contacts/contacts.product
  • In the Overview tab of the configuration editor, click “Launch an Eclipse Application”
  • Now the contacts demo shoud start with the dark css theming

Have Fun!

Kai

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