HideMyAss.com

Tuesday, April 26, 2011

Mayhem 3D Review


3D has begun to make its presence known in the industry with games like Black Ops integrating such capabilities, but Mayhem 3D offers a full 3D experience. The game pieces together parts of precision racers and blends them with intense car-ramming action. Mayhem 3D delivers 20 levels where players can earn points for causing mayhem and stars to unlock levels.
The game includes a pair of retro 3D glasses compatible with every TV, a cost-friendly convenience for those who aren’t ready to make the switch to a 3D television (most of us). These glasses help create a 3D experience that is short of impressive, especially if you are prone to headaches. Players have the ability in-game to change the depth of the 3D from 0 to 10, but even at the highest setting, the presentation is nothing spectacular. While the 3D in the game seems a bit disappointing, the comic book style graphics are a change from similar games like Burnout. This black and white scheme brings about a love/hate relationship, as it introduces a unique atmosphere but brings about a real distraction, with colors bleeding into those of your vehicle and surroundings.
While each arena is basically a normal track, Mayhem 3D adds a twist with most running in reverse, creating a significant amount of destruction. These layouts amount to some of the most brilliant track designs available in racing games, but are undermined by a troublesome physics engine. Crashes are unpredictable, with little dings spinning you into the air, while enormous crashes keep you on course. These erratic crashes are curiously lessened when playing online, but since the career mode was given top priority by the developer, it’s definitely a problem.
Along with the 3D presentation, Mayhem 3D features a fitting soundtrack. The game’s broadcaster demonstrates tremendous announcing skill, but after the third level, you start to hear all the same lines over again. Car sounds are average for a game with a lineup of 120 vehicles ready for destruction, and they all sound similar to one another. Cr
Mayhem 3D - 360/PS3

Mayhem 3D

Publisher: RombaxDeveloper: Left Field Productions, Inc.Genre: Action, RacingRelease Date: N Amer - 03/11/29Platforms: PlayStation 3 Xbox 36
ashes are satisfying in terms of graphics and sounds, obviously showing where the true craftsmanship of the game is.
Accompanying the wide range of 120 race cars, Mayhem 3D offers four different game modes. These modes range from your typical race to a demolition type mode where gamers try to earn the highest number of points to stay alive. Filler events drag down the excitement built upon by the more intense modes (like banger races). These will have players destroying stationary targets, collecting items, or completing another task for up to three stars. All detract from the main point of the game: mayhem and destruction.
Overall, Mayhem 3D lacks depth in many departments, but it delivers an average experience for fans of destruction racing games. Priced at $39.99, Mayhem 3D will give you a few hours of animated gameplay. The 3D feature is interesting at first but quickly wears out its welcome. If you are looking for a so-so destruction game cheaper than the standard $59.99 price point, then give Mayhem 3D a look. If you want a game that impresses on many levels, steer clear.

Portal 2 Review


Back in 2007, Valve Corporation released a little game known as Portal in their video game compilation The Orange Box. One of the newer titles, Portal was also short, clocking in at a measly three hours to completion. A multiplayer mode wasn’t included, and the visuals left a lot to be desired, with the action taking place in stark gray rooms and rusty old warehouses.
However, Portal went on to become Valve’s biggest cultural hit, no small thanks to the unique gameplay. Players controlled the almost unseen test subject Chell through orange and blue portals with a portal gun. These portals allowed players to travel instantly from point to point in increasingly confusing and puzzling test chambers. Portal, coupled with the character of GLaDOS, became one of the most notable successes of that year.
Here we are today with Portal 2. So not to give away too much of the storyline, just know that the gameplay is as tricky and exhilarating as before. Sending Chell soaring through the air in an expertly calculated jump while passing between different portals never gets old. For fans of the original, the controls are as tight as ever. Three new gels are introduced: the bouncy-blue Propulsion Gel, the orange speed enhancing Repulsion Gel, and the white Conversion Gel that lets players place portals on previously unusable surfaces.
Finally, Hard-Light Bridges allow players to traverse great distances by guiding the bridge across stages. Aerial Faith plates launch Chell (and any objects placed upon them) on preordained paths. Weighted Cubes and balls make a return (a necessary one for puzzles) and require some out-of-the-box thinking. Finally, the Excursion Funnel tractor beam can be used to move items and players in a unique way.
Puzzles can make the game very complex, but Valve has done an amazing job of making sure these never feel unfair. While the game can become more difficult near the end, the challenges don’t exceed the capabilities of most players. Additionally, there are fewer turrets in the game compared with its predecessor, a fresh change. There are also fewer instant deaths, as laser beams and the turrets punish Chell for going where she should not but don’t immediately decimate the player. Portal 2 also has a new E10 rating, so there’s no blood now, and the cast of characters are a little more humorous and a little less overtly malicious. It’s a slightly lighter game, but the dark tongue-in-cheek tone is ever present.
Characters are where Portal 2 shines the most. The puzzles are amazingly fun, but due to the writing, players have an addictive and compelling reason to keep moving forward. In the first Portal, evil computer AI GLaDOS played the role of guide and antagonist to Chell, making her the much brighter star of the franchise. GLaDOS is back, and the player’s interaction with her is absolutely amazing to watch. She is as vindictive and bitchy as ever, coating pure unadulterated hatred with a veneer of cool science. For fans of GLaDOS, her return from her unfortunate death in the previous Portal is fabulous, and her literal transformation within the game will shock, wow, and humor even jaded gamers tired of cake quotes (and there are no more of those).
However, unlike the original Portal, Portal 2 is a veritable hodgepodge of personalities. Wheatley, the cute but stupid personality core that looks like an eyeball, guides Chell through the early portions of the game. There’s the generic “scientist” who helps Chell past the ruins of Aperture Science (which is her fault, of course). Later on, Cave Johnson steers Chell through some of the original pre-GLaDOS test chambers, chronicling the history of the company through voice-over and snark. Chell is always guided as she explores these areas, and Valve has succeeded wonderfully at telling the story of Aperture Science, the history of GLaDOS, even hinting a bit at Chell herself through visual cues and expertly written implications.
Much of the overt world isn’t addressed directly, but merely implied. Players can read about the science center’s location (Michigan) from small trophies in the Aperture laboratories, for example, so exploration and a note of detail are very rewarding. Players can listen to stories from the voice-over guides or sneak around in the old “Rat Man” lairs with scribblings on the walls. Chell herself isn’t exactly deep like the others, but she has become a figure of sorts for those who somehow once survived Aperture Science, as the new artwork around the game indicates.
Each of these new characters fit with GLaDOS well. Wheatley is adorable and bumbling, a lovable little guy who is much more involved than you might expect. Cave Johnson (voiced by J.K. Simmons himself) is the typical tycoon mastermind/crazy man, so stubborn in his ways, government and basic human rights be damned. He is all prerecorded, but his suggested history with GLaDOS provides an amazing focal point for the second entry.
Finally, two new characters emerge: robots ATLAS and P-body, the new faces of Portal and the player characters for the new cooperative campaign. Each of these robots are passably interesting, lighthearted and cute. In the PC and Mac version, players can customize these guys with hats and color options, although with prices ranging from $2-$5, I’m not sure how much interest will be rounded up for that.
Regarding the co-op campaign, the game is equally as much fun with an extra player as it is working through puzzles alone. Literally handing each other objects is a new, if simple, element in the game, but one that works well. A second set of portals makes for interesting new puzzles, with some of the later ones truly teasing the brain. Communication is key for co-op, so Valve has installed indicators that players can use to tag various areas of the map with different commands. Unfortunately, since I reviewed the game on Xbox 360, I didn’t have access to many other players for online play, but the common accessibility of headsets on the 360 is very helpful for this game.
PS3 users will probably benefit most, though. Valve has worked out a special offer with Sony to let players purchase the PS3 version of the game and unlock the PC/Mac version for free. Even better, Portal 2 is cross-platform for PC/Mac and PS3 users, placing this game in one of the most unique situations ever seen. Seriously, the PS3 is the best version solely because you get a free copy of the true definitive version: the PS/Mac SKU.
The game has a few minor problems. The 360 version, at the least, has some loading issues (loading … between … every … single … puzzle). And once players beat the campaigns, there is very little to come back to. A plethora of Easter eggs, achievements/trophies, and the compelling developer commentary helps offset this lack of content. Thankfully, the campaigns are substantial, at 8 to 10 hours for single-player, and 5 to 7 hours for the co-op mode, so gamers have plenty to see and do before the downloadable content packs arrive.
Portal 2 is pure genius. With gameplay growing ever more addictive and new characters always threatening to steal the spotlight, Portal 2 is one of the best games of 2011. A perfect and true sequel to the 2007 hit, Portal 2 provides everything that a fantastically designed sequel needs. The graphics and style are noticeably better, the writing is top-notch, the gameplay is as enthralling as before, the developer commentary keep players entertained, and the rest is tied nicely together with beloved characters. With “still alive” quotes and cake references kept to a minimum, Portal 2 steps the franchise out from the small tech demo with a neat story and into a work Valve can proudly place next to its Half-Life franchise.
Portal 2 - 360/PC/PS3 - Feature 4

Final Fantasy IV: Complete Collection


Final Fantasy IV: The Complete Collection - PSP - feature

Final Fantasy IV isn’t the most beloved of Square’s RPGs, but it’s up there. Most fans would probably consider it in the top three or five, keeping company with the likes of Final Fantasy VI and Chrono Trigger. From an American perspective, it was one of the first console RPGs to offer more than a long, slow grind for experience points and gold. It introduced an epic story, fleshed-out characters, and the non-stop pace that would come to define future Final Fantasy adventures.
That prestigious reputation makes it hard to look over this remake and tell what’s wrong with it. Final Fantasy IV with sharper PSP graphics? How could there be any problem with that? As it turns out, bringing a classic game like this one into the modern age of technology isn’t so easy—especially when it gets stuck halfway through the process.
This Complete Collection is a bit of a complicated package. For starters, it includes the original game, made over with higher-resolution graphics. The old adventure also features a re-arranged soundtrack, but players can toggle back and forth between the new music and the original tunes. Tacked on the back end of the quest is a higher-res version of The After Years, a sequel adventure of sorts that was originally designed for Japanese mobile phones and later re-released in for Nintendo’s WiiWare download service. Finally, a gallery mode gives fans some extra material to peruse: high-res versions of Yoshitaka Amano’s character designs and promotional artwork, a sound test, and other nifty little odds and ends.
It’s an awful lot of content, to be sure. The original game is the real core, though, and this PSP remake doesn’t do it any favors. The new graphics look sharper, but they don’t actually look any better.
The character sprites are the most obvious problem. They look like … well, like 16-bit sprites that have been awkwardly jacked up to a level of resolution that they were never designed for. Technical limitations helped define the visual style of the Super Nintendo game. In their original form, the character sprites were carefully crafted to use exactly as many pixels and colors as the hardware allowed. Each dot’s worth of detail was placed precisely where it needed to go. A stylistic quirk like the garish, big-headed character proportions came about because that was the best way to draw expressive faces within those constraints.
Trying to breach technical generations just makes the sprite artwork look blurry and indistinct. Suddenly there’s no reason for why all the characters are designed and proportioned the way they are. A related problem affects many of the town and field backgrounds, which were originally drawn with proportions and layouts that would give as best an impression of three dimensions as was possible at the time. Throwing them into a higher resolution spoils the effect, and determining how the different layers of background fit together has a nasty tendency of straining the viewer’s eyes.

A few aspects of the visual makeover aren’t a complete wash. The monster graphics, for instance, actually look good. Since they were originally drawn in a more realistic, painterly style without any unusual proportions, the high-resolution upgrade doesn’t distort them. Nobuo Uematsu’s remixed music is a welcome addition, too, although old school fans may be happy to stick with the 16-bit soundtrack, which still sounds absolutely beautiful.
As a package, though, this Complete Collection is a hard one to recommend. The After Years, perhaps the PSP version’s biggest unique selling point, isn’t any great shakes as a story, and the high-res makeover gives it some of the same visual hang-ups as the central quest.

Since gamers have several choices in revisiting the original game, you might not have to endure these disadvantages. There are at least four different ways to play Final Fantasy IV out there, not counting the dusty old Super Nintendo cartridge: a Game Boy Advance version, a Nintendo DS remake, a Wii Virtual Console download, and the PlayStation Final Fantasy Chronicles compilation. The last one is even still in production, unlike a lot of classic PlayStation RPGs. (Import freaks may also pipe up about the Japanese mobile phone and WonderSwan Color versions, but we trust that the point is made.)
All of those other versions, by and large, leave the original game alone, and it’s a better experience that way. Final Fantasy IV is an adventure that doesn’t need any help surviving the test of time.

Crysis 2 Review


Crysis 2 - 360/PS3/PC - Feature 4

I’ll confess. I didn’t play the original Crysis. Blame Crytek for building an engine that still struggles to run on high settings of contemporary PCs, much less consoles. While there needs to be standard bearers for graphics processing power, for good or bad, the original Crysis still sets the standard on PC gaming in the visual arena. Unfortunately, it makes for an exclusive group of gamers.
Evidently, Crytek learned their lesson for Crysis 2. The game looks utterly stunning and is arguably one of the best-looking shooters on consoles. I’m still undecided whether Crysis 2 looks better than the original game, but the fact that there is a discussion about which looks better speaks volumes on what Crytek was able to accomplish with their engine.
I don’t know if New York City has ever been better rendered in a video game. From the ruined subway stations, the collapsing buildings, the wash of water and destruction in later stages, New York City is a beautiful mess. The CryENGINE performs some of the best lighting and ambient techniques I’ve seen in a game, and the addition of 3D support for PC, PS3, and Xbox 360 highlight these elements. Level designers have done a top-notch job designing the city streets to best replicate a post-destruction New York, pedantic in their detail. Without a doubt, so-called graphics whores are going to find a lot to love in Crysis 2, even though it isn’t a major step up from predecessor.
Unfortunately, the visual prowess of Crysis 2 is almost undermined by the bland and generic sci-fi feel to the game. I know that people buy their shooters to shoot aliens and bad guys, not to enjoy an enriching storyline. However, Crysis 2’s plot about Ceph aliens invading New York City and infecting the population and lone hero Alcatraz playing hero is almost offensively generic.
I don’t have a problem with super-soldier marines and aliens and sci-fi guns, for we gamers tolerate them often. I have a problem with the gaming stealing every idea from airport thrillers, Hollywood blockbusters and future-science shooters. “Oh, it’s set in New York City in the midst of mass destruction! How original! The Statue of Liberty is destroyed and downtown? Sure glad Cloverfield didn’t do that! And aliens that want to harvest human bodies? How unique! What about that guy who betrays you, but is then back on your side; then goes insane? Never had that happen before!”
It’s a huge insult to the game to acknowledge that High Voltage Software’s The Conduit for the Wii did this “alien invades urban metropolis” first. That said, some successful storytelling emerges with main character Alcatraz and his constantly shifting alliances. In one level, he’ll be shooting at the mercenary CELL agents, and they’ll assist him in blasting the Ceph aliens. An occasional chapter will do something halfway interesting, although the characters double-crossing the good guys isn’t a terribly compelling twist. When gigantic alien tentacles become the most interesting part of a plot, something’s not quite right.
Oh, and get this: Alcatraz is a silent protagonist. Disagree with me if you will, but the belief that a “silent protagonist” lets the player easily step into the shoes of the hero is a lie. I can’t emphasize with Alcatraz, and that’s how it should be. He’s a marine who, through fate, is thrust in the middle of a battle between aliens, marines, and mercenaries. He doesn’t feel like an everyday man, and never will, and the only reason I would play Crysis 2 is to pretend for a few hours that I’m this amazing super-soldier. That’s the whole point! There are some silly plot points that somehow imply character development in Alcatraz, but they’re dumb and not worth keeping in the game.
To Crytek’s credit, they did an impressive job of keeping players up to date on what happened between Crysis and its sequel. No, there is no major ”previously on Crysis ...” sequence, but those who played the original will find plenty of nods to the first game. Thankfully, newcomers won’t have a problem jumping into this one, and the story feels very self-contained. Maybe I would have appreciated the plot more had I played Crysis, but anyone entering the franchise with this sequel will be in a similar situation.
It’s a shame that some of the best ideas used in Crysis 2’s campaign are only used a couple times. The vehicular tank mission is only used once, and some of the on-rails shooting stages are only teased at. In one later level, the electricity gets blown out, forcing the player to bring out the nano vision, a standard infrared camera. Even in the dark, enemy soldiers can still hear you, and sneaking past these units proves to be one of the more thrilling moments in the game. Other stages ask Alcatraz to rout through a burning building in Bryant Park, and one particular boss battle in the middle of a darkened Times Square was particularly enthralling. These are bright spots within a fairly generic campaign.
When it comes down to the shooting mechanics of Crysis 2, you’ll find a solid and capable shooter. Everything you would expect from the genre (sniper rifles, shotguns, grenades, etc.) are all represented. The game controls beautifully, but the one area that it does stand out is the nanosuit. And why shouldn’t it? The nanosuit is a primary plot device in the game. It’s the raison d’ĂȘtre of the Crysis franchise. Justifying the player’s genetic modifications, explaining the armor and stealth abilities, and providing some of the story progression, the nanosuit is flat out awesome.
Thankfully, though the story is weak, Crysis 2 more than makes up for this shortcoming with pure gameplay flexibility. Each level offers multiple ways to bypass an obstacle. Players can even bring up a HUD that will pinpoint different methods to circumvent an area, such as sniping enemy aliens, sneaking through sewers, using a turret, flanking enemies from the side, and more. Attacking units head-on will typically result in a quick death, and the guidance from the game itself is appreciated, although more experienced players can ignore it outright.
Enemy AI is outstanding. The dirty secret in game development is the sweet spot developers must hit with enemy AI. If a developer makes AI that is too good, then the game will be too difficult, and players will never feel a sense of accomplishment. Crysis 2’s AI has a good balance of smart soldier reactions (flanking the player, dodging grenades, finding cover) and a constant feeling of danger, especially since Alcatraz can be easily overwhelmed. Soldiers are always on patrol, as well, and are well aware of what their fellow soldiers are doing. For example, a player can use stealth to avoid a group of enemies, but if he kills a unit on patrol, his comrades may come running over to see what happened. I encountered this problem in one area, where I sneaked into a pier building and killed the soldiers inside, only for all of the guys left alive outside to come charging in.
While the player will use the entire stage to complete a level, the enemy units will do the same to take Alcatraz down. A smart player can use the reactions of the AI to their advantage. For example, when I brought those units into the pier building, it was much easier to eliminate them with a shotgun in the tighter environments. Or I can attach C4 to a car, kick it toward a group of enemies, and when they dodge, have the car explode right next to them. Crysis 2 constantly challenges the gamer to come up with new techniques and methods to solving problems, and it’s very rewarding. Unfortunately, there are a few problems with progression, specifically with the stealth armor.
When using the stealth armor early on, enemy soldiers can easily locate the player by the sound of his footsteps or the movement of his shadow. However, killing alien enemies and collecting XP can upgrade the suit. Usually these upgrades range from increasing the amount of time that armor can be used, decreasing the amount of time it takes to recharge, or making wall jumps much faster. For the most part, they don’t make Alcatraz feel overpowered, but they assist players and complement their natural tendencies to solve problems. If you really like confronting enemies head-on, go for the armor upgrades.
Of course, if a player dumps all of their points into increasing stealth time, quieting their footsteps and boosting their energy recharge, it’s very easy to just walk past enemies until the nanosuit’s energy depletes, take cover until the energy refills and then keep walking. Seriously, for much of the last quarter of the game, I breezed through many of the more difficult portions of a level. Some of the NPCs in those sections are extra difficult, so why should I stock up on ammo when I can walk right past them? I wouldn’t necessarily call this a bad thing about Crysis 2 (I liked the bad-ass feeling of being a ninja super-soldier), but I did feel like I was cheating the game. Or maybe it was just rewarding me for a stealth-focused method.
The game does give players ample weapon and ammo drops, with everything from standard assault rifles to a gun that will microwave an enemy from the inside out. Each weapon can be modified on the fly with scopes, silencers, reticules and more. I never spent too much time modifying my guns, but I can understand that, especially on harder difficulties, having the right weapon for the right fight is immensely important, and the option between a silenced or scoped weapon can mean the difference between success and failure.

Monday, April 18, 2011

hcg diet recipes


The HUMAN CHORIONIC GONADOTROPHIN diet is a very stern diet scheme that seriously circumscribes caloric breathing in. This is in reality an understatement because the diet lets but 500 nutritionist's calories per Clarence Day. This limitation, along with everyday shots of a synthetically given rise endocrine, HUMAN CHORIONIC GONADOTROPHIN, gives the diet its singularity. The original thought was that it would assist men and women lose fat (and, consequently, weight unit) and maintain it off after returning to a more normal dietetical radiation diagram.

How Does the Diet Work? .
HUMAN CHORIONIC GONADOTROPHIN, or Human Chorionic Gonadotropin, is a internal secretion by nature made in big quantities by the placenta during maternity. The internal secretion fundamentally commands the adult females metabolic single valued functions during this time. It allows for the foetus to receive the foods it needs yet if the female parent is restraining or not eating plenty. The baby can live off the female parents fat shops, and so the idea developed to turn this internal secretion into a diet. If injected with the endocrine, a someones rich shops will essentially be eaten. An shot is given ever so.

for more information visit the site:

http://www.easyhcg.com/recipes