Monday, May 16, 2011

Games Information For This Week


GDC China 2011 Calls For Lecture Submissions

The organizers of the fourth Game Developers Conference China (GDC China), to be held in Shanghai this November, are calling for lecture submissions through May 21st from Western and Asian developers.



This call for content for the November 12th to 14th event comes as organizers announce the striking new larger venue of the Shanghai Exhibition Center (formerly the Palace Of Sino-Soviet Friendship) in the West Nanjing Road area, in the center of the major Chinese city.



Organizers are looking for submissions in tracks including Global Game Development/Outsourcing, Online Game Development & Business, and the extremely popular Social, Mobile, and Independent Games tracks - with all lectures to be simultaneously translated between English and Chinese during the event.



This year's GDC China will also play host to the third annual Independent Games Festival China, honoring top independent games from all over Asia and Australasia.



The show is the only game developer conference officially endorsed by the Ministry of Culture of the People's Republic of China.





Byty na predaj

Review: Gatling Gears (XBLA)

This fast and frantic twin-stick shooter charms with its impressively detailed environments and frenzied shoot-'em-up gameplay. GamePro Score: 4.5




Zumba video

Minecraft Multiplayer

I do love beta testing games. For some reason I find myself smiling fondly every time the game throws me out or glitches. It’s probably my worryingly destructive nature purring as it is encouraged to break the hell out of something in order to improve it. Therefore I welcomed Minecraft, except for putting it off and saying to myself ‘You are doing your final major project, now is not the time!’ My inner killjoy was finally quashed when fellow editor Chis Goodchild bought the game for myself and his girlfriend.


I played my first session while safely plugged into Skype, and with Chris within earshot I managed to be guided through the basics. I hope the final version of this game has a tutorial. I say ‘tutorial’ rather than ‘user manual’ because I dread to think how many pages of the Wiki I had to read to understand the game the way I do now. You wouldn’t need a user manual so much as an entire library.


Chapter one, dirt…


Multiplayer is a funny one because it is obviously incredibly glitchy. It’s so bad at the moment that it warns you of glitchyness before you sign on. Occasionally water will eat items and every now and again you’ll be setting down a block and it will simply vanish. My boyfriend’s friend has rented a server and so a few of us set about making multiple houses, forts, bases and lairs. The best part of the multiplayer is the fact you always have one person (Chris in this case) willing to build an entire railway. It’s huge. You can travel around most of the map with all the little tracks and mine carts and I completely understand how to build them (I don’t).


Chris made instructions and everything. What’s a mine cart?


Of course, in multiplayer there is a temptation to cheat. We now can all spawn any item or material we want which I think kind of takes the fun out of it. Obsidian isn’t a special material unless you have to spend an hour dumping buckets of lava into pools of water and then mining them out again with a diamond pickaxe. It makes it a lot less impressive to have a house constructed out of pure diamond when all you did was type /give aaceofhearts 57 64 and then run around hurriedly arranging it.


When we started out there was no spawning and so we have a massive mine below the first house, now sadly neglected. There is also a Diamond vault which is now rendered rather pointless.


Another great thing about having several people messing around in the same world is the fact that, you’ll go offline for a couple of hours, come back on suddenly someone has build a huge dirt path connecting some distant landmarks just in case people get lost. And you will get lost. One day you’ll take a wrong turn past the Sanctum in order to get back to the Lighthouse and find yourself surrounded by endless hills and trees without a hope of finding your way home on your own. That’s why we have the teleports on I suppose, a mod I actually approve of.


Another awesome mod is the one that spawns little RIP signs where you die with an explanation as to how it happened. There’s also little notes that come up on the screen when it happens to add insult to injury every time a creeper thinks your spleen would look better decorating the walls of the hole in the ground it just blew in your honor. This is particularly amusing when it’s talking about Cacti and your persistent attempts to befriend them.


With hugs!


So we started to decorate our living room with the death-signs. It was around that point that I realized I either played a lot less than Chris, or Chris was just incredibly unlucky.


Ran-out-of-wall-space unlucky.





May 21st

Thursday, May 12, 2011

Games News For Today

This Week In Console Digital Download: From Gatling Gears To MDK2

[Starting today, Ryan Langley rounds up the week's new releases in the console digital download world, this week highlighted by Gatling Gears, MDK2, and Plants Vs. Zombies.] The PlayStation Network is, unfortunately, still not up with no sight of its return. May 31st is the deadline, whether it reaches it or not is still in question. Everyone else on the other hand seems to be having a grand old time. Xbox Live Arcade received Gatling ...





Obrazky

Dragons Dogma Xbox 360 Screenshots

8 Xbox 360 Screenshots posted, from Capcom

Tales of Xillia PlayStation 3 Screenshots

24 PlayStation 3 Screenshots posted, from Bandai




May 21st

The Overseas Connection Podcast #115

The Overseas Connection, the official G4TE.com Community podcast pulls in a guest host to discuss this weeks gaming news, new releases, what we have been playing and the community feedback. Join Murphys Law, Chin Chinny and guest host The Rabid Scotsman.

Topics Covered this week:

What would you suggest Sony do to compensate you?
Quick Hits: We sound off on all the weeks headlines.
The good and bad of Brink.
Portal 2 greatness with out any spoilers.
The PSN outtage continues and its effect on developers now.
Microsoft pays out big for Skype.

Vegeta VS Shadow - Death Battle.

Episode 12 - Dragon Ball Z VS Sonic's rival! Which super-powered anti-hero will dominate the battlefield? Featuring the voices of Nick "Lanipator" Landis and Curtis "Takahata101" Arnott from Team Four Star, the group behind the acclaimed "Dragon Ball Z Abridged" series!



Hry

Nintendo Info For This Week

The Dispatch: Game Developers Conference 2010 in Austin, TX

“Conference” is something of a misnomer. The GDC is a developer’s retreat. Outside of the expo no one is here to sell anything. No one is here to promote their game. The developers are here to exchange ideas and give others the benefit of their wisdom. Like the bearded guru’s of legend these men and women are humble fonts of knowledge who are here to spread the good word, and the good word is video games.



The Austin Convention center is packed with sessions, and you can’t go to them all. I chose sessions that ran the gamut of the gaming industry, but with overlapping times there is still so much I had to miss. Sessions at the GDC are lectures. Much like their collegiate counterparts, leaders in the industry use PowerPoint presentations to discuss aspects of the video game industry: Social Networking Games, the MMOFPS problem (massive first-person shooter), micro payments, international markets, data mining, net neutrality, service retrospectives, the list goes on.



While few outside the expo are trying to sell anything and much of the conference is academic, don’t be fooled, there is business going on at the GDC. Hands are shaking and cards are being traded. If there is selling at the GDC; the product is first impressions. College students, recent grads and even the gaming initiated are looking for any opportunity to advance their career.



It’s not as cutthroat as it might sound. While many would sell any organ they could do without for a chance at a job or internship, there is a polite and inclusive nature in the chatter. Industry leaders surprisingly alleviate tension. When they aren’t offering up friendly free advice at the conference, they’re out at the great local Austin bars inviting attendees to have a beer and talk video games for a chance to network even further.



One embarrassing caveat: Every attendant wears a low-hanging badge that identifies who they are and for whom they work. What became eventually clear to most attendees was the average human height (especially the average female, to my embarrassment) caused the badges to hang just around crotch level. Everyone wants to know who you are because you are always a potential contact. So you effectively have a flock of professionals making passing glances at each other’s junk… for business reasons.



Mostly I attended what interested me personally, but I tried to keep everyone in mind. Here’s a look into the GDC experience in 2010.



Game Design and Video Game Writing



Many of the sessions available at the GDC focused on game design and a significant portion of those were about game writing. What was once a tertiary consideration in gaming, writing is now included as a key element to game design. If the trend continues, writing is likely to become its own subject and not just an implied component of a game design team. As in any field, good writers are hard to vet. New writers are doubly so. Many of the lectures on writing tried to inform potential applicants on what the industry is looking for in a writer.



It’s Not in the Writer’s Manual: A Q&A for New Writers



Twenty or so aspiring writers were allowed unfettered access to the advice of industry leader: John Gonzalez (Creative Lead Designer, Obsidian Entertainment, Fallout: New Vegas), Chris Metzen (SVP of Creative Development, Blizzard Entertainment, World of Warcraft), Rhianna Pratchett (Independent, Mirror’s Edge), Andrew Walsh (Freelance, Prince of Persia), Evan Skonick (Vicarious Visions) and Toiya Finley (Schnoodle Media, LLC). The session was a remarkably inclusive environment where the successful gave generously from their experience to those with only aspirations of success. Speakers gave frank and even heartfelt advice to new writers. Chris Metzen, in a moment of reflection implored writers to tell their stories from the soul, “We’re full up on clever. Clever hooks are done; the tank is full. Write soul. Sing though your writing.”



Writing the Whirlwind: 10 Years on the Frontlines of Halo Storytelling and Beyond



Joseph Staten (Creative Director, Bungie) gave a retrospective on writing the narrative for Halo over the last 10 years. Equally impassioned, Staten described how to keep an intellectual property (IP) fresh over time, “Pour all of your blood into it, leave nothing in the tank.” While maintaining reverence for the creative process, Staten mentioned in a sobering moment that, “[Halo]’s about shooting stuff. Killing aliens is relaxing” and that story is always beholden to gameplay.



Narrative Design Between the Lines: Game Development Conversation Standards



It’s not all heart and soul, sometimes its grammar and spelling. John Gonzalez (Creative Lead Designer, Obsidian Entertainment) walked attendants through the labyrinth of conversation standards required to keep the dialogue and narrative of Fallout: New Vegas in check. From faction details to the proper spelling of “Stimpak,” Gonzalez scrolled through the actual New Vegas documents while those in the audience strained to read at lightning speed to steal what little details they could.



Game Writing Workshop



Richard Dansky (Manager of Design/Writer, Red Storm) held a writing workshop focusing on peer feedback. It was an opportunity for one new writer to have a dialogue tree reviewed and critiqued by an industry professional and for several new writers to get a better understanding of how to give and receive criticism. What could have been a wolf pack tearing the unlucky writer’s prose to bits was instead an encouraging and well meaning critique that truly helped her and everyone in the room to write better dialogue.



Narrative Mechanics: An Approach to Crafting Emotion in Games



Writing is far from the final frontier in eliciting emotional responses in players. Jeremy Bernstiein’s (Independent, Dead Space 2) lecture on crafting emotion through the use of game mechanics highlighted an often underutilized tactic for crafting emotion. Via the very tools a we use to interact with the game Bernstein laid out the blueprints for not only putting fear into the player, but vulnerability, tension, helplessness and empathy. Citing examples such as the Andrew Ryan forced resolution in Bioshock (helplessness) to the hand-holding mechanic in Ico (empathy). The possibilities for dynamic emotional triggers was limited only to the creative power of the game designer.



All Your Base Are Belong to Us: Conquest Endgames in MMOs



The developers of EVE Online presented a retrospective that focused on the use of territory conquest for MMO endgame content. EVE Online has been a tireless prize fighter in the world of MMO’s, outlasting all of the major sci-fi space massives while producing an astonishing thirteen expansions in its seven year run. With a plethora of successes and failures under their belts, the developers at CCP were frank about both. The EVE community has notoriously sunk its collective teeth into EVE’s PvP conquest content, which caused a number of challenges. Chief among them was sheer player number in a given zone. On June 6th, 2010 EVE Online reached 60,453 players on a single server. It’s not hard to imagine enormous alliances clashing in a zone and crashing the server. Through clever incentives and a bit of social engineering the developers made great strides in solving the crowding of space, but what about time?



With the competitive popularity of EVE the very time zones of our own tiny planet played a major role in the graying of hairs at CCP. Sooner or later the players in Europe would have to go to sleep, and that’s exactly when American players would be lying in wait with an armada of enormous warships. The developers suggested several options for dealing with this fundamental issue: Segregate time zones, synchronize combat with scheduled combat, or overlap time zones to reduce exploitation.



With the coming release of EVE Online: Incursion in November 2010 it doesn’t appear that CCP has any plans to rest on their laurels. Even with the coming World of Darkness MMO in the pipeline, nothing seems to be slowing them down.



How Online Gaming Adopted the Grind



The Grind. It’s the elephant in the MMO room. More precisely, it’s the elephant in the MMO room that sits squarely on the face of the player while suggesting that the player relax and come to terms with this arrangement to better facilitate reaching maximum level and endgame content. Damion Shubert (Lead Combat Designer, Bioware, Star Wars: Old Republic) feels our pain. Generally speaking, Shubert sees the use of the grind as a crutch. It’s cheap, it’s easy and it’s rarely goes wrong “killing ten rats never fucking breaks.” Grind exists as a kind of membrane between moments of “gold content” or quests that are central to the title and therefore receive the most effort and scrutiny. Often between pitch battles with featured characters and scripted events are large stretches of killing a number of things that are at least within the hazy boundaries of the narrative.



Shubert considered tactics to break up the grind that presumably are being applied to Star Wars: Old Republic, many of which probe into the deep psychological framework of operant and classical conditioning as it applies to the average MMO player who is, by and large, a rat in a box. They pull the lever for the pellet and hope against engineered odds for the occasional epic pellet drop. However, Shubert is not dogmatic in his view of the grind. There are ways to apply the grind appropriately without wearing down the will of the player: Consistent leveling curves, multiple objectives in similar areas or similar enemy types and keeping numbers reasonable (avoid confusing 1,000 killed bandits with a challenging gaming experience).



The 256+ Player Real-Time Server Architecture: Making the MMOFPS a reality



This is my personal holy grail. Too long the RPG has ruled the massive online market with their turn-based tyranny. Sony Online Entertainment attempted to pull the sword from the stone with Planetside, but its efforts were unworthy. Since that time the MMOFPS has remained something of dream for the future. A plan for when technology could meet the demands of such an ambitious endeavor. Lin Luo believes he has designed a solution that will bring the future to the present making the present the past and the past some kind of enriched super-past.



In any FPS there is simply too much going on for any server to handle more than 16-32 players per team. Should they all be in close relation to one another, the server would likely lag or crash altogether. Luo postulates that he could fix this issue by dividing the work load. A central hub server would synchronize 4-8 “battle servers” that would be responsible for populating and coordinating various object requests or physics calculations individually when relevant. Let’s say that MastaKilla69 fires a rocket in an attempt to kill Spartan420 in a crowd of over 100 players. His client would request a rocket be populated. That request would travel to the hub server and then be populated by a connected battle server then routed back through the hub server to each connected client within view of the rocket so that MastaKilla69 and the 100+ throng of players all bear witness to Spartan420’s exploding demise. Thus, no one server pulls the entire load. It appears, on the surface, as a rather elegant solution. While Luo admits to a small increase in latency due to inter-server communication, he’s confident that there are ways to reduce this during development.



Got Gold? An Inside Look at Chinese Gold Farming Markets



One of the more entertaining lectures was given by Jason Psigoda an American expatriate in China who has taken a deeper look into a problem encountered by all MMO players: The Goldfarmer. Crime is always fascinating, and video games are always interesting. If you combine complicated crimes and video games you’ve got my attention pretty well nailed to the projection screen. Gold farming in China is an enormous business, and for the most part, it’s legal. Complete with multi-tiered operating structures, clandestine delivery services and even a gold trading index that gives the worth of an amount of gold in a given game in real time. This prompted me to describe the whole process as “some pretty nefarious shit” and I request an interview with Mr. Psigoda at his earliest convenience. So keep a look out for my interview with Jason Psigoda on the Chinese goldfarming market. There really is so much more to it than chat spam.



Networking with the Pros



After a short awards ceremony where many of the awards went to Riot’s “League of Legends” (deserved) the last lecture was strangely on how to make contacts at the GDC. After all the fumbling attempts by eager students not to make an enormous ass out of themselves in front of major designers and producers, they were treated to a well produced “Here’s what you did wrong” by Jeremy Gibson from USC. While well-meaning and with good intentions, and admittedly containing a lot of good advice, the whole lecture was marred by the hanging resentment of being told something too late at literally the last moment of the conference. Better luck next year, kids.



The Takeaway



If you want to make an honest shot at the video game industry, you need to attend the GDC. The ticket isn’t cheap ($149-$1195 depending on level of access, discounts for early registration), but you get every dollar back in advice, experience and contacts. The people you talk to are real designers of top grossing games and they are willing and enthusiastic to give you advice with little exception. You can go to an expo, but there the same people are basically at work. At the GDC everyone is relaxed and filled with enthusiasm for video games. You can’t buy a better opportunity.



Obrazky

News Flash: Studio Ghibli classics re-created in Mincraft

Outside of Ni No Kuni, there's probably not much chance you'll get to play through a game based on Miyazaki's beautiful, cinematic worlds. But Korean modding group Oz Workshop wants to help a little. The team put together an amazing Minecraft map (which you can check out above) that combines elements of My Neighbor Totoro, Howl's Moving Castle, and Spirited Away.

You can download the map yourself by heading to their site right here.




May 21st

The Overseas Connection Podcast #115

The Overseas Connection, the official G4TE.com Community podcast pulls in a guest host to discuss this weeks gaming news, new releases, what we have been playing and the community feedback. Join Murphys Law, Chin Chinny and guest host The Rabid Scotsman.

Topics Covered this week:

What would you suggest Sony do to compensate you?
Quick Hits: We sound off on all the weeks headlines.
The good and bad of Brink.
Portal 2 greatness with out any spoilers.
The PSN outtage continues and its effect on developers now.
Microsoft pays out big for Skype.

Vegeta VS Shadow - Death Battle.

Episode 12 - Dragon Ball Z VS Sonic's rival! Which super-powered anti-hero will dominate the battlefield? Featuring the voices of Nick "Lanipator" Landis and Curtis "Takahata101" Arnott from Team Four Star, the group behind the acclaimed "Dragon Ball Z Abridged" series!



Hry

Tuesday, May 10, 2011

Gadget Info For 10.05.2011 And More

Farewell, Internet


switched logo
Well, here we are. More than four years after launching, Switched and DownloadSquad are unfortunately being closed. I've been thrilled to work at these two sites that have expanded tech coverage beyond the usual gadgets and social networks to cooking, culture, design, art . It's been humbling to work with these incredibly dedicated and talented teams of writers, and it would have been impossible to do it without them.



Going forward, you'll still be able to get the best tech news coverage from Engadget, HuffingtonPost Tech, Joystiq and TUAW. While we're still working out some of the details, Switched and DownloadSquad will continue to live on the Web and be fully accessible via search. Understandably, our Facebook, Twitter and Tumblr presences will quiet down, but you can still follow the Switched and DownloadSquad writers on their personal accounts. Thanks for reading.

Farewell, Internet originally appeared on Switched on Tue, 12 Apr 2011 12:00:00 EST. Please see our terms for use of feeds.

    



Hry

China’s Largest Unmanned Helicopter Test Flight (Video)

unmanned helicopter

This is the first, also the largest unmanned helicopter that China ever developed, which had successfully completed the first test flight in Shandong Province last Saturday. It departed from the flight-test center and hovered for 10 mins, performing a few maneuvers before finishing with a stable landing.

>>




Bojove hry

Billing of unauthorized tethering: AT&T would be simply using the APN

Recently, we talked about how AT&T started billing people using tethering for free on their jailbroken iPhone, while tethering normally requires an extra fee on the Apple device.
It was discovered that AT&T didn't have to develop any advanced or expensive new technology to detect unauthorized tethering.
The carrier uses the APN (Access Point Name). Tethered data is marked with a different name so it can be sorted apart from the regular data for billing purposes. Most tethering applications available on Cydia use the regular tethering system of the iPhone so the tethered data is marked as such. Then it's not hard for AT&T to tell if the customer is paying the extra $45 a month for tethering.
In Europe, carrier Orange also blocked tethering for some jailbroken iPhone users and it was probably the same detection system that was used. We found out that the APN for the regular data in France is simply orange, while it becomes orangenew.fr for tethered data.






Osama Bin Laden Dead

YouTube officially launches the new movie rental services to fight with iTunes Store


In the past, if you are looking for the quickest way to rental movies, you may probably search them on iTunes Store. Now, Google officially steps in to take the market shares. They have just launched the YouTube movie rentals. You can access them at here. YouTube have already partnered with major Hollywood studios. That means those movie titles could be as large as those on the iTunes Store like Inception or Little Fockers.


The movie page is specially designed. Besides the movie descriptions, you could also look at the reviews by Rotten Tomatoes. At the bottom, it also shows related clips so you can explore more.


It looks like Google is trying to kill iTunes. But for users, that is a good news. Competitions help to improve the products. We just hope YouTube could launch the service worldwide as soon as possible.


[via YouTube Blog]





Casey Anthony Trial

Friday, May 6, 2011

Games Info For Today


Blizzard Donates $800,000 From Virtual Pet Sales To Make-A-Wish

Blizzard Entertainment is donating $800,000 to the Make-A-Wish Foundation America, which it raised through virtual pet sales in World of Warcraft late last year.



When Blizzard introduced its Moonkin Hatchling to the MMORPG, the publisher promised to send 50 percent of the proceeds from the $10 pet during November and December 2010 to Make-A-Wish. Presumably, it sold 160,000 of the pets during that period.



Blizzard also worked with the charity last month to grant the wishes of two boys facing life-threatening medical conditions. The kids visited the company's headquarters in Irvine and were treated to an inside look at World of Warcraft with the MMORPG's development team.



This news comes a few days after Blizzard added another in-game pet, the Cenarion Hatchling, to World of Warcraft. The company will donate 100 percent of the $10 pet's sales between now and July 31 to the American Red Cross's Japan Earthquake and Pacific Tsunami relief efforts.



The publisher began its World of Warcraft charity efforts in November 2009 when it created its first premium pet, the Pandaren Monk, for the online game. Blizzard raised $1.1 million during a two-month campaign, which it donated to Make-A-Wish.



"We've had a long relationship with the Make-A-Wish Foundation and are proud to help contribute to the great work they do for children," says Blizzard CEO and co-founder Mike Morhaime.



"We're also proud of the spirit and generosity of our players – their enthusiasm for World of Warcraft and for supporting a good cause made this donation possible."




Deus Ex 3

Call of Duty: Black Ops Escalation

REVIEW: Turning up the heat.


Call of Duty has never wanted for memorable moments. Your first taste of Nuketown - pure, face-clawing masochism in model village form. The first time you had your guts torn out by an attack dog in World at War. Watching zombies chow on "Tricky Dick" Nixon. "No Russian".







Varenie Hry

Update On Identity Protection Scheme

As you will have read in the letter from Sir Howard Stringer, that we posted a few hours ago, in the US we are offering all PSN users one year’s free access to an identity protection scheme. I can assure you that here in the SCEE region, we are working incredibly hard to offer you something very similar. As is often the case here, with so many countries in our region, this is a very complicated thing to achieve, but we are close.


Please keep an eye on the blog as we hope to be able to announce something about this very soon.





Lady Gaga Judas Music Video

Thursday, May 5, 2011

Hot Information For 05.05.2011 And More


Facebook app for BlackBerry PlayBook video review

We loaded up the new Facebook app for the BlackBerry PlayBook that was just announced and released at BlackBerry World this week and gave it a quick rundown and video review.
Read the full story here.





Pablo Picasso paintings

Keyboard Layout Switch

keyboard-layout-switch




Check out this keyboard mod that Charlie Webb from NortHACKton came up with. You can never have too much automation, I love the big red button which allows a predetermined string of text to be sent to the computer when pressed. There are some additional pictures and schematics here.


“NortHACKton member, Charlie Webb, recently completed this project based around an arduino and a keyboard. Fed up with the way Windows forced him to switch between his different keyboard layouts (qwerty to Dvorak) he decided to take the process entirely out of windows hands.”




keyboard-layout-switch_2









sr_adspace_id = 8883907;
sr_adspace_width = 300;
sr_adspace_height = 250;
sr_ad_new_window = true;
sr_adspace_type = "graphic";









Daily Viz from Visual Loop – 04/05/2011

No tech business battle has been so fun to follow than the one involving Microsoft and Apple. The Mac vs PC ads have been around for quite some time, and iTok takes on this issue to show who’s really winning this battle. With a humorous, but nevertheless valid, approach, Hunch goes deeper on the differences between users, and, to close our Daily Viz, three pieces a bit more serious. First, Win Rumours shows some numbers behind Microsoft, Apple’s “Ad Machine” is analyzed by the folks at Buy Sell Ads, and a very interesting overview to Silicon Valey’s Money Network, presented by Deal Book.

(...)Read the rest of Daily Viz from Visual Loop – 04/05/2011 (46 words)

Reach out to the community of Visualization and Graphics Experts by Advertising on VizWorld.com

Related posts:Daily Viz from Visual Loop – 24/01/2011Daily Viz from Visual Loop – 18/01/2011Daily Viz from Visual Loop – 17/03/2011







PSN Back Up

Users may be able to download the upcoming Mac OS X Leopard through App Store


Currently, Apple delivers the Mac OS X beta testing version to developers through the portal. It’s very convenient and this method may apply to all users. Source claimed Apple may release the upcoming Mac OS X Lion through Mac App Store. MacBook Air users, which don’t have a CD-ROM, will be glad since it’s so much easier to upgrade their current Mac OS.


[via AppleInsider]





PSN Back Up

Tuesday, May 3, 2011

Playstatiton News For Tonight


Giant Bombcast 05-03-2011











<img src="http://media.giantbomb.com/uploads/0/27/1774671-jet_mag_tyrese_cover_large.png">

We re-open old Fable III wounds, get serious about Mortal Kombat fiction, spend an inordinate amount of time figuring out how to bring pizza to space, try and make sense of Jets publishing/foreign language business, in this weeks Bombcast!





















Suchmaschinenoptimierung Service

Virtua Tennis 4

REVIEW: Aim for a slice of stardom.


Five minutes in, and we're watching Andy Murray leading some freshly-hatched chicks towards a large hen. Ah, Virtua Tennis: forever the giggling lunatic of the sports game circuit.







Barbie hry pre dievcata

News In Brief: Atom &amp; Cosmos - Science News

A world record for atom smashing, plus black hole threesomes, a volcanic Mars in this week's news.




Navy Seal Training