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Microsoft's Arc Touch Mouse revealed?

Wednesday, August 18, 2010 1:45:12 PM (GMT Daylight Time, UTC+01:00)

It's not official until Microsoft says it is, but the image above of the rumored Microsoft Arc Touch Mouse was just snagged off a German online store. Amazingly, the mouse arches its back for comfortable mousing before packing flat for easy transport.

 The mouse features touch-scrolling, a battery indicator, the ability to track on most any surface, and a 2.4GHz nano transceiver that no doubt plugs into your laptop's USB port. Yours soon for €69.99 ($69.95 rumored)... right, €0.99 more than Apple's Magic Mouse or Magic Trackpad sells for in Germany. Ships in 5 to 10 business days according to notebooksbilliger so expect this to get official real quick.





Source: Engadget

   
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Xbox Live launch titles for Windows Phone 7 finally revealed, we've got the full preview.......

Tuesday, August 17, 2010 8:53:06 AM (GMT Daylight Time, UTC+01:00)







We've known that proper Xbox Live gaming (powered by XNA) was coming to Windows Phone 7 devices, but we'd yet to see any of that thumb-spraining goodness in action besides a brief demo and a few developer videos. Well, Microsoft has finally come clean with details about its launch strategy for the platform, and from where we sit, it's definitely looking pretty promising. First off, the company has announced a full list of launch titles for WP7 handsets, including some familiar names and franchises like Castlevania, Halo: Waypoint, Star Wars, Crackdown, and Guitar Hero, alongside a handful of newer properties like the ultra-cute ilomilo, produced in-house by Microsoft Game Studios. In total, the company will launch with over 60 game titles, with new offerings appearing every week in the Xbox Live Marketplace, just like its big brother console version. We've got all the details, a full list of the launch titles, and our hands-on preview after the break -- so read on to get the scoop!






Besides just announcing some games today, Microsoft has also shown off the full feature set of Xbox Live integration in Windows Phone 7, and users of the service should be pleased to discover that there's not much missing from the version they know and love. Live on WP7 will allow for full avatar integration (we're talking fully rendered, interactive avatars) along with customization (clothes, accessories, and more). The company has even crafted an avatar-centric version of familiar phone utilities like flashlight apps and levels, adding some whimsy to what would normally be pretty staid affairs. Additionally, messaging, friend lists / status, achievements, and leaderboards (with friend comparisons) are all here as well, making for a pretty complete mobile Xbox Live experience. And also just like the console, every game will have a try-before-you buy demo to check out before spending your hard-earned cash.




We had a chance to sit down and play some of the new games (Rocket Riot, Crackdown 2: Project Sunburst, The Harvest, ilomilo, Bejeweled, Max and the Magic Marker, and Uno) as well as check out the Live feature-set, and here are our first impressions:

We'll preface this by saying that both the hardware and software we demoed was still unfinished (the latter being the Samsung Taylor dev phone and the LG QWERTY model we broke news of on the Engadget Show). Regardless, the gameplay for the arcade titles seemed excellent, with frame rates holding fast even during graphically intensive 3D sequences (such as the chaotic, scattered-pixel play of Rocket Riot). The Harvest, while a bit familiar to our eyes, still showed the graphic promise of the platform. Gameplay was definitely well suited to a touchscreen device, though Microsoft's Kevin Unangst told us that developers could target controls for both touch and QWERTY-equipped phones (provided that a touch version was always present). The screen response seemed accurate and sensitive, reacting quickly to our input. Particularly in the Crackdown title -- a tower defense game "set in the Crackdown universe" -- pinch zooming, rotation, and finger tracking was excellent.

Besides just standard gaming, it looks like Microsoft will try and leverage some other components of the platform. In the aforementioned Crackdown 2: Project Sunburst, the game utilizes Bing maps to create levels (not unlike the PSN title The Last Guy), and logic in the software is able to recognize things like roads for enemies to make their way down. A unique concept for sure, and the kind of thinking we hope we'll see more of on this platform. Though we didn't get to see a lot of titles (we particularly would have liked to see something like Castlevania), the polish and speed of the games we played was definitely competitive with iPhone or Palm Pre gaming.





We didn't get a chance to peruse the Live Marketplace because the phones were offline, but we did get to play around with cached elements, and we felt right at home. Updating and tweaking your avatar was fast and straightforward, as was finding friends and checking up on achievements or messages. Unfortunately, for the launch of Windows Phone 7 there won't be any true multiplayer options besides turn-based games, though Kevin seemed to indicate that head-to-head gaming (whether over a local or wide network) was in the roadmap. It only makes sense considering this is Xbox Live we're talking about, and it seems like something that would have been baked in from the beginning. We may be a little spoiled from the variety of multiplayer titles on the iOS platform, but that was one knock against Microsoft here. One other small issue we noticed was that game load times seemed long -- a little too long. Again, Microsoft says things are still unfinished, so we're hoping this is a side effect of debugging and non-optimized builds.




All in all, it's a promising picture for Microsoft. The company has the clout, the community, and most importantly the cash to pull this off, but as with all modern smartphone platforms, success can't be judged on one aspect alone. To make Windows Phone 7 really work, the folks in Redmond will have to hit the right note on not just gaming, but the basic user experience, hardware, applications, and carrier partnerships. Based on what we've seen of Xbox Live on these devices, we think the company can check at least one of those boxes off


Source:Engadget
   
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Missing Star Wars Scene Shows Luke Making His Green Lightsaber........

Monday, August 16, 2010 10:46:02 AM (GMT Daylight Time, UTC+01:00)

At the same Star Wars Celebration V event in Florida where George Lucas announced theBlu-ray box-set arrival, he also showed off a missing scene from Return of the Jedi, which shows Luke making his lightsaber in a Tatooine cave.



The short clip was cut from the film, so we missed seeing Darth Vader cajoling Luke to join him on the Dark Side, as he tinkers in a dirty cave on Tatooine, constructing his new green lightsaber, after he lost his first one when dueling with Darth Vader.

In other important Star Wars matters, the producer of the first two Star Wars movies, Gary Kurtz, revealed that the original ending for Return of the Jedi was not included in the film you and I grew up watching—according to Kurtz, "we had an outline and George changed everything in it."

He stated that Han Solo was actually supposed to die, but "by that time there were really big toy sales and that was a reason," as "the toy business began to drive the [Lucasfilm] empire."


Source:Gizmodo






   
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Glass-Bottomed Hot Air Balloon Is a Terrifying Experience.........

Friday, August 13, 2010 9:11:19 AM (GMT Daylight Time, UTC+01:00)


I definitely want to try this glass-bottomed hot air balloon, even while its pilot and inventor says it's a "terrifying experience." I don't know why no other sadist think about this before, but flying in it must be truly blood-curdling.

The glass-bottomed hot air balloon is the creation of Christian Brown, the pilot who travelled around the world in a balloon with Sir Richard Branson. Brown, who has been hot air balloon pilot for 18 years and holds the tethered altitude world record at 10,000 feet, says the experience of flying this new airship was terrifying. Knowing his previous experience, I believe him:

We've done tethered trials before, which usually end with passengers shrieking and screaming in fear, but this is the first time we've actually taken to the skies unaided. Ordinarily, you would look over the edge of the basket to peer at the ground below but there is something very disconcerting about seeing it right beneath your feet.


         



He tried it for it first maiden flight during the 2010 Bristol International Balloon Fiesta. Brown added the experience "certainly isn't for the feint-hearted." The balloon has been designed to fly over the Alps, where "it would give incredible views of the scenery below."

Having flown in a non-glass-bottom hot air balloon myself, I know I would gasp and probably cry for my mom on this one. But I really, really, really can't wait for next year, where it will be available to the public. The experience must be truly terrifying and surreal. [Daily Mail andMetro UK]

Source: Gizmodo

   
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Chrome to Phone now available in Android Market........

Friday, August 13, 2010 12:39:55 AM (GMT Daylight Time, UTC+01:00)











Chrome to Phone isn't a new product -- we've been using it since May, in fact -- but Google's second mobile announcement today (behind Voice Actions) is that its continuous client app is now "official" and available to all users (with Android 2.2 Froyo) via Android Market. As it was before, websites can be pushed from the Chrome browser to your Android device, with certain apps (Maps, YouTube) taking over for the browser when contextually appropriate. Additionally, the code is open, which we're hoping means this Chrome extension will find its way to other browsers. The team is "looking into" bringing the capabilities to other mobile OSs (the iPhone was specifically asked), but don't get your hopes up: nothing's been submitted, and we didn't get the feeling it was an active push. Incredibly useful? Yes, yes indeed.

Downloads:http://code.google.com/p/chrometophone/


Source:Engadget


   
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Sony Ericsson to introduce Android 3.0 gaming platform and PSP Go-like smartphone.....

Thursday, August 12, 2010 2:49:02 PM (GMT Daylight Time, UTC+01:00)

Sony Ericsson to introduce Android 3.0 gaming platform and PSP Go-like smartphone





There's no question that gaming on the Android platform has heretofore been relatively underwhelming, but that looks like it's all about to change. It seems that Sony Ericsson -- a company that has yet to even introduce an Android 2.0 device -- is at work on a project to redefine gaming on Google's mobile platform. We now know (via a trusted source) that the company is actively and heavily developing a brand new gaming platform, ecosystem, and device (possibly alongside Google) which are already in the late stages of planning. And we've got the goods on it. 

Here's what we can tell you about the hardware: if you're a gaming fan, this is exactly the kind of phone you've been waiting for. The device is described as cross between the Samsung Captivate and the PSP Go-- in other words, it's a landscape slider with game controls in place of the typical QWERTY keyboard. The D-pad is here, but instead of the small joystick, the device will have what was described as a "long touch pad" for analog controls, along with standard PSP buttons and shoulder buttons. The phone has a large display, described as being between 3.7 and 4.1 inches with WVGA or better resolution, a 5 megapixel camera that we're told might not be final, and it'll likely have a 1GHz Snapdragon CPU on board. The phone is mostly black with some silver highlights, and the gamepad area is white / silver in color. Apparently it's currently branded as a Xperia device, but it looks like it will carry PlayStationbranding as well. Those who've seen the phone say it looks "pretty damn sexy." The mockup above probably doesn't do the actual hardware justice, but it should give you an idea of what you'll be dealing with.






On the software side, it looks like the device will be running Gingerbread (Android 3.0) with a phone-specific skin, and there will be a new area of the Android Market specifically for the games. That content will be initially accessible only by the halo device, but from the sounds of things, these titles might be made available to other Android phones if their specs and button layouts meet requirements. Games will be graphically in the range of PSX or PSP games, meaning true 3D gaming is headed to Android. Titles currently being shown off seem to be focused around some older PSX as well as new PSP offerings, withGod of War, Call of Duty: Modern Warfare, and LittleBigPlanet possibly on tap, and future plans for titles which incorporate augmented reality features.

In terms of release, it's possible that the phone and ecosystem could be introduced as early as October of this year, but we have yet to confirm.

Right now we're working on getting even more detail about the phone and partnership, but we can tell you now that this is not a random rumor -- we have reason to believe that what we've heard and seen is real and coming to market. It makes perfect sense in a way -- Google gets a much-needed push into the gaming and entertainment space for Android, while Sony (via its partnership with Ericsson) finally delivers the PlayStation phone users have been wanting. We see it as a major win for both companies and the consumer... and we always need another distraction. Stay tuned to this space for updates as we get them, and in the meantime, start socking away the pennies.

Source: Engadget
   
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Are Microsoft quietly opening up a Kinect beta program?

Tuesday, August 10, 2010 10:34:24 AM (GMT Daylight Time, UTC+01:00)

Well what do we have here?

It appears our friends over at Joystiq have received word from diligent tipsters that Microsoft's Connect customer feedback service is sending out Kinect beta program invites. Details are predictably sparse, but naming ironies aside, the note does specify that chat will be limited only to those involved in the preview program.

While this isn't really surprising given the context,Joystiq surmises that this choice clarification could hint invitees will have the chance to sample the video chat app available through the Kinect's new dashboard, which was shown off at E3. Unfortunately, Ballmer and crew have yet to lend any official credence to these murmurs, though apparently the email address behind these notes is valid.

It's also not that outrageous to imagine Microsoft wanting to spin Kinect's wheels in the wild before releasing it to the unwashed gaming masses on its official November 4th launch date. Considering the program would have to put hardware in the hands of testers though to pull something like this off, we're counting on more than a few overly excited gamers shining additional light on the situation should things get serious.



Source: Joystiq
   
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Too many girlfriends? .....

Tuesday, August 10, 2010 12:04:13 AM (GMT Daylight Time, UTC+01:00)
An iPhone App to schedule
and rate sex with all your girlfriends..........




I once knew a guy who kept an actual database of all the women he dated so that he could always remember the relevant details about them and prevent awkward mixups. The DateMate iPhone app would've been ideal for him.

The basic idea of DateMate is that it allows you to enter details about your partners—birthdays, contact information, silly things that you should recall—and track your encounters with them. The app offers a calendar so that you can keep track of whose bed you were in on which night and a way to rank the dates and create notes about them. Once you've got a bunch of dates under your belt, you can even generate graphs of your activities and compare frequency, quality, and progress.   




DateMate may seem a bit sleazy to those of us who prefer monogamy, but it appears to be a well-designed app that might make life easier for those who have somewhat open arrangements with their partners.

Naturally......this App is of no use to Irmo:P

Source:Gizmodo


   
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Gears of War 2 Impressions - First Look, Delta Squad, and Dueling Chainsaws..........

Friday, May 23, 2008 8:43:01 AM (GMT Daylight Time, UTC+01:00)

Note: For visitors of your site, this entry is only displayed for users with the preselected language English (United Kingdom)/English (United Kingdom) (en-GB)


Epic Games' Cliff "Cliffy B" Bleszinski takes us through the second level of Epic's upcoming squad-based action game.
By Brian Ekberg, GameSpot
Posted May 14, 2008 12:07 am GMT

Bigger, better, more badass. That's the three "B's" for this fall's Gears of War 2, according to another "B," Cliff Bleszinski, lead game designer behind Epic's follow-up to one of the great games on the Xbox 360. Those three B's might sound like marketing hype, but based on what we saw of Gears 2 during today's Microsoft press event in San Francisco, it's tough to argue with Bleszinski's assessment.


                                   




The guided demonstration we saw--a walkthrough of the second level of the game--was set up with a minimum of background explanation. Gears 2 will be set roughly six months after the events of the first game. Marcus Fenix and his Delta squadmates will still be fighting the forces of the Locust Horde that have invaded the planet of Sera. In this particular mission, the Delta squad is accompanying a new character--Dizzy, a redneck derrick driver conscripted into the Army--on a mission to take the fight directly to the bad guys in the form of "grind-lifts."

As Bleszinski put it, grind-lifts are essentially "express elevators to hell," dug into the ground and installed via massive rigs that crash through mountainside forests as if they were matchsticks. The problem, of course, is getting the rigs--and the grind-lifts--to the correct spots.

That's where Delta Squad comes in to help, riding on the back of the massive derricks to defend against the inevitable attacks from Locust troops. The level opens as the huge rigs make their way through a narrow pass, being escorted by attack helicopters. Fenix and Dom are on one derrick while Baird and Cole are on the other. And, the familiar back-and-forth between the characters looks to be continuing in Gears 2. Eventually, the convoy rounds a corner and comes into a huge open valley, whereupon it's immediately attacked by artillery fire. The mortar fire blasts helicopters out of the sky and will do the same to the derricks unless Delta Squad does something about it.

As Fenix, your first job will be to blast any mortar fire that gets too close out of the sky. As you might expect, things only get worse from here for the boys in Delta Squad. After dealing with the mortar fire, Fenix and crew are attacked by reavers, which you'll have to shoot down out of the sky. Then, the derrick is damaged, so Fenix and Dom have to buy Dizzy enough time to repair the damage. They make their way down to the ground level and fight a swarm of Locust troops emerging from the familiar emergence holes. After battling through two emergence hole instances, it's back on the derrick, where another wave of Locust troops attacks a nearby rig--this time wielding grappling hooks and climbing up the side of the derricks.

Eventually it's a side-by-side shootout between rival derricks, as Fenix and Dom battle across an overrun rig swarming with Locust troops while occasionally blasting off a Locust that manages to get close enough to their derrick to climb up the side. Bleszinki made sure to show off the new "meat shield" feature in the game, where you can grab an enemy and use it as a human (or alien, for that matter) bullet catcher, then snap its neck and toss it out like scrap.

During one particularly cool moment, Fenix, looking to chop down an enemy with his chainsaw rifle, got his chainsaw blade locked with the blade of his enemy, resulting in a brief struggle for domination. A single-lane bridge ahead of the two derricks only has room for one rig and, after a fierce firefight, you can probably guess that Fenix's derrick is the one that makes it over the bridge, with the enemy derrick falling over the cliff into oblivion. From there, it's a series of battles against some of the bigger monsters in the Gears of War rogues gallery, including massive bipedal beasts with guns on their heads and hands, as well as at least one corpser.

It begs the question: If the action on the second level of the game is this intense, where on Sera will this game go from here? While he wasn't ready to give up all the details, Bleszinski did say that the game will feature peaks and valleys of action in order to keep the pace of the game varied. In addition, he said the game will feature a larger sense of "distance" to the game's environments, including roughly 30 percent spent underground.



The game will take place in winter, so you can expect some snowy levels as well. Other snippets from the demo included a peek at the story (with expanded characterization of Dizzy and the search for Dom's wife being key points); expanded multiplayer options; new weapons, including a semiautomatic pistol (and an IED on the Locust side); and the prospect of downloadable content after the game is released.


Of course, we'll be following all the action on Gears of War 2 in the coming months, so stay tuned .

Source: gamespot



   
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Football Manager 2008 review........

Monday, November 19, 2007 2:02:03 AM (GMT Standard Time, UTC+00:00)

Football Manager 2008 moves the series on for old and new players alike

The Good

  • Huge database with information on thousands of players and staff across the world  
  • Much better support for new players  
  • Improved realism.

The Bad

  • Lacks a few licenses  
  • Small range of stock phrases for pundits' potted match reviews.
 

Football Manager 2008 is one of those rare games in that it knows exactly what it's trying to do, sticks to that plan religiously, and does it very well indeed. It places you as a fresh-faced manager in charge of almost any professional team in Europe, with control over everything from season ticket prices to your player's individual training schedules and match-day tactics. You can control your team over as many seasons as you wish, with new young players being generated by the system to keep it fresh until the next database update. You can play in an attempt to get yourself the best management job you can, start as an unknown, or just for the glory of the team. It's entirely up to you.


Every year the game gets fractionally better by drawing on input not from an isolated development team working out what features they feel would be impressive, but from a massive range of sources both inside and outside of the professional football world. Financial changes were influenced by football league chairmen, transfer negotiations and options by agents, and the interface by a small army of usability testers. The result in this year's game is not only still the gold standard for sports-management games, but also a significant step forward for the series.

For once, this improvement isn't going to be noticed only by experienced players of Football Manager; the usability and interface changes are aimed squarely at those who have never played the game before, or who lost interest many seasons ago. In this vein, a significant amount of work has been done this year to revamp the interface into a much sleeker "Web 2.0" style, as well as to add a host of other usability changes based on extensive testing. The interface now has many more graphical options and icons (rather than just imposing text lists), and buttons are duplicated in sensible places to minimise mouse movement and better relate to player interaction.

With a similar goal in mind, the new advisor system is likely to improve the experience of first-time players. This is a contextual help system akin to Microsoft Office's infamous paper clip. It works due to the fact that it is very easy to turn off in full or in part, given that it can be deactivated on a topic-by-topic basis. This provides useful information on every aspect of the management process as issues arise. It's clearly aimed at new players, but will be of interest to anyone who doesn't feel as if he or she is quite making the best use of the wealth of available options.

Despite these changes aimed at new players, there has been no dumbing down of the game's depth at all. The database has information on around 300,000 players and staff, and consequently the option exists to see any match played in the match engine. This can give you tactical insights into your future opposition, considering that you can go to any game to see firsthand who's likely to give you problems, rather than just relying on the reports you automatically get from your scouting teams.

One other feature that's been added as a result of player feedback is the ability set your own pitch dimensions and react to those of clubs you visit. It's a minor change, but its realism is indicative of the way the game works as a whole.

Another feature that is new this year and that will be of particular interest to first-time players, as well as those looking for the challenge of managing in unfamiliar leagues, is the new coaching-report system. You can now ask any member of your coaching staff to give you an overview of any player in the squad, which lets you know instantly not only his best positions, but also how the player fits into your squad, how he's viewed in terms of his current performance and prospects, and all other aspects of his footballing makeup. However, the changes aren't just for new players. As happens every year, the game has moved that little bit closer to reality; although it might not matter to a first-time player that win bonuses are now done by squad rather than player (as in real life), it's the little touches that add up to the great game that is Football Manager 2008.

There are other little details that add to the overall feel. When the game is processing each day's action, you're not presented only with a loading bar, but rather you receive updates on results as they come in. You also get a selection of domestic statistics that might be of interest, be they winning streaks, goals conceded, or other trivia. Whether such information is useful depends on your playing style, but its presence is a nice touch. The game's news feeds are also good in this respect. You get reports, as standard, on every competitive game in which a member of your squad participates, with a round-up of the game and his performance, whether it's for your reserves or youth team, or on any international stage.

Financially there's now more (and more detailed) interaction with the board than ever before. You can negotiate funds for the season based on your expectations, but be prepared to face up to life on the streets if you fall short of the story you've sold to your board. One neat feature in this vein is the ability to move around the money allocated by your board for the season; if you're underspending on wages but need to increase your transfer war chest, it's now possible to simply move money from one pot to the other.


It's not just the board that gives you feedback, either; this year you've also got the option of hearing what the fans have to say. Although the fans can be rather fickle, and have a tendency to carp on about seemingly insignificant matches for too long, their views do provide an indicator of where your club should be, irrespective of the views you've presented to the board--and keeping them happy is key to ensuring revenue from ticket sales.

Nevertheless, the game is not without its flaws. The limited number of responses from announcer pundits can grate a bit after a run of similar results, and you don't have quite the flexibility in staff that you might like. For example, as a big club, you cannot raid a smaller club for its manager to act as your assistant. Network play returns, but is generally untouched from last year's game. Essentially, a human opponent can simply take over for one of the hundreds of other teams being controlled by the AI. It's an OK feature, but not the sort of robust multiplayer functionality you might be hoping for. This, along with the simplistic graphics (even with the interface's new skin), may be enough to put off the uninitiated. The match engine is still in near-2D, and though some may say this adds to the game's charm, it is now starting to look very dated. Additionally, Football Manager still almost entirely lacks sound outside of match days, and one feels that though the game might not benefit from its own music, the addition of some optional sound effects and a media-player remote would be welcome.

Overall, Football Manager 2008 is a worthwhile upgrade for long-term players, and a much more accessible experience for those who have been put off by the scale of this truly massive game.

 
 
 
 
 
 
 
 

News Source : Here

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What to expect from Project Gotham Racing 4 demo..........

Tuesday, October 02, 2007 12:36:42 AM (GMT Daylight Time, UTC+01:00)

Bizarre Creations has very kindly told us what to expect from the Project Gotham Racing 4 Xbox Live demo - just as soon as it comes out of certification and lands on your Internet face.

The demo will consists of five vehicles (made up of cars and bikes), with a demo-only Arcade mode chapter set in Macau. This will consist of new challenges that have been custom-built for the demo.

Not content with that, they are throwing in a Nurburgring Snow Time Challenge - so you'll be able to see just how pretty the track (rebuilt for PGR4) looks when it's blanketed in snow. The snowy Time Attack also includes full leaderboard support.

The full game, for which our final-build hands-on will go live oh-so-shortly, splits single-player gameplay between Arcade (128 medals from Steel up to Platinum) and Career (difficulty pre-set by user, then a season of races and events).

And of course it has lots of Internet play, with a greater focus on Friends-based leaderboards and tournaments that are suitable for players of all skills, rather than the "best in the world or nowt" mentality of old.

Sounds rather good, no? We'll let you know when it's up there.

PGR4 is due out exclusively on 360 on 12th October

 

source: here


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Project Gotham Racing 4 takes pole position...

Thursday, August 02, 2007 7:49:24 AM (GMT Daylight Time, UTC+01:00)

Project Gotham Racing® 3 introduced gamers to the "next-gen" Xbox 360™ experience: slick high-definition graphics, an exquisitely immersive in-cockpit view, live races on Project Gotham TV, as well as the stylized Kudos system, exotic cars, interactive garages, and photo-realistic tracks.

 

Even the rain splatter is physics-driven.

Most encores to a wildly successful game franchise would play a conservative hand. Evolve a few features, slap on a new coat of paint, and call it a day. This is not the case with Project Gotham Racing® 4. PGR4 has taken advantage of its more relaxed development schedule (no console launch date to meet this time), and jam-packed the title with new, groundbreaking content.

That's right, racing bikes have made the cut in Project Gotham Racing 4 and they help revitalize the franchise with a feel and control all their own.

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Kazakhstan: home of £11,000 broadband ...

Wednesday, August 01, 2007 8:38:47 AM (GMT Daylight Time, UTC+01:00)

If you thought the cost of internet access in the UK was a bit steep, and didn't offer you a good gaming experience, spare a thought for the residents of the oil-rich republic of Kazakhstan.

An unlimited 1.5Mb/sec connection in the home of Borat costs a staggering £1,660 per month. And installation plus the modem costs an extra £200.

£11,000 will buy you a 6Mb/sec connection. That's roughly a thousand times what it costs in western Europe and around 55 times the average monthly wage, according to the Organisation for Security and Co-operation in Europe (OSCE), which compiled the figures.

Dial-up is much cheaper, just £55 per month for unlimited access, dropping to around £20 for pay-as-you-go access that OSCE says would encompass just basic email exchange without attachments and occasional web browsing.

And yet the Kazakh authorities hailed 2006 price cuts which increased the number of internet users.

"The first serious drop in prices for internet access was part of a company strategy to increase the number of users; 2.7% of the population used the internet at the beginning of the year, but now 4% are active users," claims Askar Zhumagaliev, head of the Information and Communications Agency.

OSCE says that this 4% is primarily corporate users. Individual citizens are restricted to occasional dial-up home access, limited free access at schools and universities and internet cafés "from time-to-time".

Kazakhstan has strict laws governing media content but it has certainly found another highly effective way of restricting access to internet content.

"Those who think it's impossible to control the internet can continue living in the world of illusions," Information Minister Yermukhamet Yertysbayev told the country's Vremya newspaper.

As for Borat, the Kazakhstan authorities shut down his .kz website in December 2005.

 

Source: http://www.computerbuyer.co.uk/news/121376

 

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