Wednesday, November 30, 2011

Mark Twain gets birthday tribute from Google

Pictorial homage to Tom Sawyer graces search engine on the author's 176th birthday

Mark Twain's birthday doodle from Google.
Mark Twain's classic scene of boyhood one-upmanship, when Tom Sawyer tricks his friends into whitewashing a fence for him, has been immortalised online by Google's home page.
The search engine marked the 176th birthday of the American author with a Google doodle today, showing his character Tom Sawyer tempting a friend into whitewashing over the Google logo that unknown and anachronistic hands have daubed over it. In the novel The Adventures of Tom Sawyer, Tom is ordered to undertake the job by his Aunt Polly as a punishment. A "deep melancholy" settles upon him as he surveys the fence, "thirty yards of board fence nine feet high".
When boys begin to approach and ridicule him, Tom persuades them the work is fun. "All I know, is, it suits Tom Sawyer", he tells them. "I reckon there ain't one boy in a thousand, maybe two thousand, that can do it the way it's got to be done." They take the bait and bribe him with their treasures to let them whitewash the fence for him, as "the retired artist sat on a barrel in the shade close by … literally rolling in wealth".
Twain, born Samuel Clemens in 1835, published The Adventures of Tom Sawyer in 1876 and its sequel The Adventures of Huckleberry Finn in 1884. Ernest Hemingway said in the 1930s that "all modern American literature comes from one book by Mark Twain called Huckleberry Finn", and the novels are still hugely popular today, with Huck Finn hitting the headlines earlier this year over an Alabama-based publisher's much-criticised decision to publish a new edition replacing the offensive term "nigger" with the word "slave".
Twain died in 1910 and remains one of America's best-loved authors. His autobiography was finally released last year: Twain had specified that it remain unpublished until a century after his death, so that he might feel free to speak his "whole frank mind" as he would be "dead, and unaware, and indifferent".
Google is clearly in a literary mood at present, with the Twain doodle following a celebration of Polish science fiction author Stanislaw Lem last week. Other authors to have been honoured by the search giant include Antoine de Saint-ExupĂ©ry, Agatha Christie, HG Wells and Jorge Luis Borges.

Monday, November 21, 2011

Assassin's Creed: Brotherhood Review

The Good



  • Huge, beautiful city stuffed with amazing details
  • Lairs and other platforming sequences are fantastic
  • Long, with lots of fun and varied activities
  • Economy is more meaningful than before
  • All sorts of improvements, big and small.


The Bad

  • Main story is disappointing
  • Assassin recruitment is contrived and ultimately meaningless
  • Glitches.


The ladies of Assassin's Creed: Brotherhood have both bark and bite. If you played Assassin's Creed II, then you already know Caterina Sforza, the comely Italian countess with a soft spot for sly, rugged assassins. She's not the only female character with an important role to play in Brotherhood, however. Claudia Auditore is no longer just a submissive bookkeeper, but rather a strong young woman who eventually learns to handle a blade. And then there's Cesare Borgia's cunning sister Lucrezia, whose sharp tongue is matched by her severe, almost vampiric appearance. These willful women are ensemble players in the continuing drama of Ezio Auditore, the self-assured star of Assassin's Creed II. His story continues in Brotherhood, which begins directly after the events that closed its predecessor. This follow-up tale doesn't have the same impact of the story that spawned it, but Ezio's world is a wonder to inhabit, filled with amazing architectural detail and bursting with tons of enjoyable content.






Ezio is not the only leading man in this ongoing tale. He's an ancestor of Desmond Miles, the near-future bartender who has remained a series constant. You play Desmond in several terrific sequences, the final of which concludes with a moment so staggering it rivals Assassin's Creed II's ending for pure shock value. It's unfortunate that Ezio's part of the story isn't as memorable as Desmond's, or indeed, as memorable as his previous journey. The setup is simple: After a battle at the family's villa in Monteriggioni, Ezio's nemesis, Cesare Borgia, steals the all-important artifact known as the Apple of Eden. With the help of Caterina and other old friends, Ezio heads to Rome to retrieve the Apple and rid the city of Borgia influence. There's a bit of drama when an associate is accused of betrayal, but for the most part, Brotherhood's straightforward plot doesn't have much emotional impact, and because Ezio exhibits little personal growth, there's the slightest hint of staleness to his escapades.
That doesn't mean there aren't special story moments to savor, however. One set of side missions is a series of heartfelt flashbacks that put you in the shoes of a younger Ezio, and they let him show off that old charm that he rarely exudes in Brotherhood. Other indelible moments come by way of your glimpses of Lucrezia Borgia, who has a complicated relationship with Cesare. She knows what she wants, and she isn't afraid to test the boundaries of human decency in the pursuit of power. Lucrezia aside, few of the important players are new, but they're all voiced by a great cast that gives further gravitas to a story and world that are presented without the slightest hint of irony. Furthermore, certain story elements are given poignancy by way of their presentation. For instance, spying on a scheming Cesare and Lucrezia through a palace window makes their dialogue seem even more devious.



Has platforming ever looked this stylish?
While Brotherhood's story falls just short of series standards, its sense of place and time is as impeccable as fans could possibly hope for. You spend the majority of the time in Rome, and while you may miss exploring multiple cities, the city is nevertheless huge and gorgeous, brimming with so much visual variety and exquisite detail that Brotherhood feels as consequential as its forebears. You might roam into a cathedral to discover a palatial view punctuated by red tapestries and golden candelabras. Citizens wandering the streets munch on apples, carry lanterns in the evening, and flirt with each other behind pillars. It is all rendered with amazing detail and lit beautifully, undercut only occasionally by visual blemishes that will be familiar to fans of the series. There is some texture fade-in, and you'll glimpse citizens popping in here and there. More notable for PlayStation 3 owners is the obvious screen tearing and less consistent frame rate. Regardless of your chosen platform, the soundtrack enhances the atmosphere with operatic soprano warbles and French horn melodies. Large portions of the soundtrack are lifted from last year's game, which is mildly disappointing; how nice would it have been to hear a new theme when synchronizing the map from atop a high perch? Regardless, the music is a graceful complement to the splendid visuals.
Within this grand world is a ton of stuff to do. The staples of the series--rooftop platforming, blending with crowds, silent assassinations, rhythmic swordplay--have all returned, and most have been enhanced or adjusted in some way. It's as joyous as ever to bound across roofs and climb to the tops of towers. Lifts that rapidly fling you to a rooftop are a great new addition and provide a second of high-speed thrills, though the movement mechanics are generally the same as before--it's the architecture and level design that have been altered for the better. As in Assassin's Creed II, you may search for glyphs hidden on walls and on rooftops, and they are perceptible only when you activate eagle vision. Finding one allows you to solve a puzzle, which in turn unlocks a small hint of a larger mystery. While most of these glyphs took only a modicum of effort to find before, they are now often hidden on sizable landmarks with tons of nooks and crannies to explore. Expect to put in more effort if you hope to uncover more of the conspiracy that drives the series. Luckily, it isn't wasted effort: ledges and outcroppings are carefully and intelligently placed, which makes it a pleasure to climb these structures.



Clearly, the novocaine has yet to wear off.
Many towers you climb don't allow you to simply ascend with little care; they require more conscientious navigation. In fact, numerous towers not only require climbing, but must be burned to the ground as well. The Borgias have spread their influence around Rome, and to undermine their rule, you destroy their edifices. Before you can do that, you must assassinate a commander in the vicinity. Often, your target will flee if you directly engage the guards that surround him, so you will want to approach carefully. In many cases, this gives you a chance to put a new weapon, the crossbow, to good use. Not only is it handy for picking off one of these key figures, but it's also useful should a number of enemies charge you on horseback. In any case, once you have offed the key officer, you may climb to the top of the nearby tower and torch it. Afterward, you automatically take a leap of faith into a hay bale or wagon of leaves conveniently placed beneath, while melodramatic organ chords signal the importance of your endeavor.
Eliminating Borgia influence is important because you then gain access to local vendors, though this access isn't immediate. The economy, an interesting but messy feature in last year's installment, has been fleshed out in smart ways. As before, you must spend money to make money, but Brotherhood's catalog contains a lot of big-ticket items. If you want access to blacksmiths, doctors, tailors, and so on, you first must purchase and renovate their shops. Not only does renovating an empty storefront give you access to supplies, but it also begins to generate income. As you bring in money, you eventually purchase landmarks, which cost a tidy sum. In many cases this is only so you can add to your periodic bank deposits, though there are gameplay benefits as well. For example, you might be able to climb to a particular synchronization perch only after you renovate a portion of the aqueducts. Shop quests are another nice economic tweak. When you loot corpses, tackle escaping pickpockets, and empty scattered treasure chests, you may discover special items, such as prayer beads and jars of leeches. These items can be offered to designated vendors in return for high-quality weapons, tougher armor,.. etc


More of all this an excellent action game to play with ..

Assassin's Creed II Review

The Good



  • Huge, beautifully realized world to explore
  • Ezio is a terrific new character
  • Tombs put a spotlight on the excellent and enjoyable platforming
  • A greater variety of missions, weapons, and stealth techniques than in the original
  • Incredible production values.


The Bad

  • Some additions are a little contrived
  • A few gameplay and visual quirks.


"Nothing is true; everything is permitted." We learned this adage in the original Assassin's Creed, and Assassin's Creed II carries on the tradition beautifully, inspiring you to rethink the conspiracy at the heart of the series--and to reconsider what you should expect from a sequel. The franchise's second console outing is an impressive piece of work. Developer Ubisoft Montreal has addressed almost all of Assassin's Creed's flaws by filling its follow-up with fresh and enjoyable mission types and layering on new and mostly excellent features, while still retaining the joy of movement and atmospheric wonder that characterized the original. These enhancements range from the subtle (you can swim now) to the game-changing (there's an economy), but aside from a few small missteps, every tweak makes for a more enjoyable, more engaging adventure. The cohesive story and a terrific new character will draw you in, and you aren't apt to forget the memorable and explosive ending that will have you eager for the third installment.


 
Climbing and killing: It's all part of the Assassin's Creed.


Like in the first game, Assassin's Creed II occurs across two timelines: a modern-day chronology starring bartender Desmond Miles, and another featuring one of Desmond's ancestors. When you start the game, you'll catch up with Desmond right where the original left him, though as fans of the original can guess, the Abstergo labs are no longer a safe haven. You'll spend a bit of time with Desmond during the course of the game, though the shoes you most frequently fill are those of Ezio Auditore da Firenze, the charmingly impetuous son of a 15th-century Italian banker. Ezio is an instantly likable firebrand, as passionate about family and honor as he is about wine and women. When you first meet him, Ezio is living a carefree life and has not yet donned his assassin's robe, nor is he familiar with the creed. However, Ezio's devil-may-care freedom is soon cut short by murder and betrayal instigated by the assassins' greatest threat: the Templars.
Assassin's Creed's Altair was an interesting character, but only for the stealthy order he represented, not because you ever got to know the man under the white hood. Ezio is far more appealing, for he's not just quick with a secret blade, but he's a fully realized protagonist. He isn't at the mercy of the plot, but rather, the narrative evolves from his need to uncover the truth behind his sorrows. It's the personal nature of the narrative that makes Assassin's Creed II's story more compelling than its predecessor's. The few modern-day segments featuring Desmond pack a lot more punch this time around as well, and the conspiracies driving that story arc become a lot clearer and, as a result, more provocative. While the original ended on a vague and unsatisfying note, the latest chapter's climax is downright electrifying.
Ezio isn't Assassin's Creed II's only headliner. The Italy he inhabits is a character in and of itself, filled with visual and sonic details that infuse the world with life and elegance. The cities you explore--Florence, Venice, and more--are larger and more detailed than the environs of the first game. Citizens go about their daily lives, and they look authentic doing so. Merchants sweep the street in front of their shops; small groups stroll along, making conversation with each other; and courtesans smirk and cajole as you pass by. These folks aren't cookie-cutter character models. They are dressed differently enough from each other and are animated so expressively that it's as if the population would go about its business with or without your presence. More impressive are the cityscapes themselves as they unfold in front of you, inviting you to take in their splendor. This is an incredibly good-looking game: the lighting is sumptuous, the draw distance is vast, and textures are crisp. The PlayStation 3 version does suffer from some frame rate jitters, more frequent texture fade-in, and lesser color saturation. Both versions are still attractive, however, and apart from a few small flaws, you rarely get the feeling that visual compromises were made to make the game's open world run smoothly.


Assassin's Creed II's sense of place and time isn't due just to its visuals, however. Its high-quality sound design is equally responsible, delivering a busy-sounding Florence while still allowing the little quips of citizens commenting on your acrobatics to shine through. There's a good variety of such dialogue now, so you won't tire of repeated lines, and because the citizen rescues of the original Assassin's Creed have been excised, you won't hear the monotonous whines of complaining peasants. Two aspects of the sound design are particularly noteworthy: the music and the voice acting. The game's splendid orchestral score is subtle and soothing when it needs to be, never intruding on the exploration and never manipulating your emotions with inappropriate musical melodrama. The simple but effective cello and double bass motif you hear when climbing to a perch and synchronizing your map is the perfect example of this smart melodic restraint. As for the voice acting, it is uniformly excellent. Not only is Ezio voiced with charm and energy, but the surrounding cast is mostly superb--though one particular line delivered by Ezio's uncle Mario might make you cringe.
The greatest beauty of Assassin's Creed II's exquisitely detailed environments is that you can run and jump across the rooftops with ease and climb the tallest towers to get a bird's-eye view of the game's glorious vistas. You control Ezio much as you did Altair, though movement feels a bit tighter and even more fluid than before. The game strikes an excellent middle ground between responding to player input and automating actions like leaping from one surface to the next, so it's simple to leap about the city smoothly without worrying that you're going to plummet to your death on the next hop. You'll still encounter a few awkward moments here and there: simply walking off a ledge onto a rooftop a few feet below can still be bit clumsy, for example. But these moments are few, and in fact, you'll pull off some awesome-looking moves without even trying. One of the many wonders of Assassin's Creed II is that the cities look so natural that they don't seem as if they were created for you to jump around in. Yet you might leap onto a wooden outcropping and find yourself skipping across a series of them, swinging and jumping with fluidity and style. Not only are there more opportunities for organic platforming sequences like these than in the original, but there are entire closed environments called tombs tailored to this kind of jumping.



Tombs are more intricate levels in which you must retrieve an important artifact (and if you collect all of them, you are in for a special treat). Some of them are platforming puzzles of the best kind, in which you must figure out how to get from your starting point to the destination, in the manner of Prince of Persia: The Sands of Time. Ezio can't run on walls like the Persian prince, but he's incredibly agile nonetheless, and swinging and hopping about rafters and chandeliers within the tombs is great fun. A few tombs throw some additional challenges at you, such as a time limit in which to reach your goal. The best tombs, however, are those in which you pursue an enemy but run into obstacles that force you to give chase using an alternate route. The chases are excellent, and they require quick reactions, but not so quick as to be unreasonable. Flawlessly keeping up with your target without breaking your momentum is one of Assassin's Creed II's greatest thrills, and as long as you are paying close attention, you can pull it off on the first attempt.
The climbing and jumping wouldn't be as rewarding if Ezio weren't so graceful, but he is one of the best-animated characters yet seen in a game. You'll admire his footwork early in the game in particular, when his assassin's garb does not veil the incredible animations of his legs and feet. When Ezio climbs, his hands are grabbing something and his feet are resting on something. Except on rare occasions, you won't see him pulling himself up using an invisible handle or stepping on a nonexistent ledge. It's a small touch, but it goes a long way toward making these acrobatics look believable. Ezio seems even more nimble than Altair; his legs move inward and cross a bit differently during a climb, and moves connect even more slickly. The only imperfection you are likely to notice is the lack of a transition animation when you bend to loot a body or treasure chest (more on this to come).
Of course, Ezio is more than just a talented gymnast without a fear of heights. He's not afraid to shed blood when the time is right, and he's got a number of ways to exact revenge. The dual hidden blades are his best deadly toy in this regard. You can still stealthily pull off a low-profile assassination (sneak up behind a guard and stab him in the neck) or conduct a high-profile kill (pounce on your target and plunge your blade into him in a single, dramatic move). But the best addition to hidden blade kills are double assassinations: Walk between two unsuspecting guards, sink a blade into each of them, watch them crumple to the ground, and keep walking as if you were none the wiser. If you get really enamored with the dual blades, you can hang from a ledge and wait for an enemy to walk above you, stab him, and toss him to the ground below. It's particularly satisfying to do so above the Venetian canals, because the body will splash into the water and then float to the top. Or if you'd rather conduct your bloody business from above rather than below, you can wait for your target to walk below and then assassinate him in one spectacular move.





Ezio and Leonardo take a breather.


If you want to take the direct approach instead, you've got more to unsheathe than a basic sword. One of your brand-new combat moves is the ability to disarm an opponent and take his weapon. For a treat, try taking a giant axe from one of the heavily armored guards and planting it in his head, or skewering another with a stolen spear. If you like, however, you can stick with what you've got and simply pick up your fallen foe's weapon off the ground once the skirmish is done. As before, you can toss throwing knives at pesky archers, but Assassin's Creed II also gifts you with a special ranged powerhouse late in the game. Or perhaps you like to play with your victim before it's time to recite the requiem. If so, stab him with your poison blade and watch him stumble about as he tries to gain his bearings before you slice his throat. If that weren't enough, you can purchase improved weapons and armor pieces from blacksmiths scattered around the cities. By the time you are finished, Ezio may be decked out in some impressive-looking gear--and sporting some highly effective weaponry. The essentials of combat remain the same throughout, however: When battle is initiated, you lock onto targets, dance about each other looking for an opening, and time counter moves to pull off a bloody and satisfying kill. Combat isn't difficult, but the addition of larger-scale battles makes it more exciting in this outing. Nevertheless, it's disappointing that enemies still dutifully wait their turn to attack.


Blacksmiths aren't the only vendors willing to take your cash. Assassin's Creed II sports an entire economy. You earn florins by completing missions, looting treasure chests, pickpocketing strangers, or stealing from dead bodies and covered Venetian gondolas. Your main source of income, however, will likely be your uncle's villa, which serves as your base of operations and is a tourist destination. The adage "You have to spend money to make money" is true. You can spend florins on villa upgrades, such as purchasing a brothel or a church, and in turn, the villa will earn more florins from tourists, and you can take the profits from a chest inside the living quarters. You can then use your florins to dye your garb, purchase treasure maps to point out the locations of all those glowing chests, or buy a new pouch to hold more throwing knives. Most importantly, you'll want to visit a doctor, who not only will inform you that a weekly bleeding is part of a healthy lifestyle (yuck), but will keep you stocked in health packs. That's right: Your health does not replenish on its own any longer, so you'll need to make occasional visits to the doctor to replenish your inventory.





Dive into the water for a quick getaway. It's ok this time: Ezio can swim!


If you'd rather just avoid physical damage altogether, you can still keep a low profile, and there are many improvements in this regard as well. You've still got a few old tricks to rely on: benches to sit on and haystacks to hide in, for example. But contrivances of the original (remember Assassin's Creed's scholars, and walking at a snail's pace in prayer?) have been replaced by more natural and sensible mechanics. If you want to blend with the crowds, you can walk into a group of citizens and be automatically hidden. It's fun to move smoothly from one roving group to another and avoid the watchful eye of nearby guards, though there are sadly few occasions when doing so is essential. Or you can slink past guards by hiring a group of courtesans to distract them with their feminine wiles, or by hiring a group of thieves to engage them. You can even throw smoke bombs and use the resulting cover to sneak past. You can still fight your way through most situations, but there's something uniquely satisfying about taking the stealthy approach.


Yet even if you don't often need to be sneaky if you don't wish to be, you'll still need to stay out of the public eye if you can by keeping your notoriety levels low. Notoriety works much as it does in the Hitman games: The more bad deeds you're caught doing, the higher your notoriety levels rise, and the more likely it is that guards will recognize you. If you want to roam the city without worrying about being chased by every group of guards you pass, you can reduce or eliminate your level of notoriety by bribing town criers or by assassinating key guards. The easiest way to reduce your notoriety, however, is to remove the "Wanted" posters that appear whenever your notoriety meter begins to fill. This is one of Assassin's Creed II's more artificial elements, simply because "Wanted" posters appear in places that no guard would ever see. Nevertheless, "Wanted" posters give you another reason to clamber to the rooftops, which is never a bad thing.


The story missions tying all of this exploration and combat together are vastly improved over those of the original, often stringing multiple objectives together and usually making good use of Ezio's skills. Eavesdropping missions are gone completely, and beat-'em-up tasks are mostly optional. Instead, you will be rescuing prisoners, tailing important targets from the rooftops, assassinating wrongdoers, and plenty more. Some of the best missions act as set pieces and often involve Ezio's ever-positive friend, the resourceful Leonardo da Vinci, who will not only upgrade your synchronization (health) bar, but provide you with a few amusing gadgets, like your poison blade and smoke bombs. In one exciting scene featuring your talented comrade, you drive a horse-drawn carriage at a breakneck pace. In another, you take to the skies in one of da Vinci's flying contraptions, using the heat rising from the city's chimneys to stay aloft while kicking archers out of the way. If you thought Assassin's Creed lacked variety, you'll find plenty in the sequel.





Take the time and admire the view. That guy isn't going anywhere.


Optional tasks are compelling as well. You can still climb to the tops of towers and make a leap of faith into a bale of hay or autumn leaves beneath, and doing so is just as unrealistic and awesome as it ever was. The flags of the original have been replaced by feathers, which tie in to story events early in the game. New missions include assassination assignments retrieved from messenger pigeons and timed rooftop races, which are always enjoyable in a game that makes the simple act of moving from one location to the next such a pleasure. You also run the risk of being pickpocketed, in which case you can chase after the perpetrator and tackle him, pilfering not just your stolen funds, but the florins of other victims as well. Another intriguing addition is the hidden glyphs you locate on certain buildings by activating your eagle vision. These glyphs tie the story's dual timelines together in an intriguing way and initiate puzzle sequences that in turn unlock short video snippets. The puzzles aren't that great, but the snippets are so weirdly fascinating that you'll want to collect all of them so that you can watch them in sequence. There are enough historical and religious conspiracy tidbits in here to keep you interested, and they're just outrageous enough to delight Dan Brown devotees.


At first, Assassin's Creed II might seem as if it has added more than its foundation was meant to handle, but once all the new features are completely introduced, it develops that magic that so few games can cast. This is the rare sequel that offers fans of the original the basics they would expect, while adding and changing so many other aspects that even those who didn't appreciate the first should take the plunge, without hesitation. A few more contrivances notwithstanding, Assassin's Creed II is a better game than its forebear and is a beautiful and memorable experience on its own terms. But it's more than just a game--it's an escape to a place and a time that feel so welcoming, you'll be making return trips even after your initial adventure is over.

Assassin's Creed: Revelations Review

The Good



  • New movement options keep the platforming joyful
  • Brotherhood recruitment has been nicely fleshed out
  • Gorgeous, vibrant world with a lot to do
  • Fantastic soundtrack
  • Emotionally fulfilling ending.


The Bad

  • Tower defense isn't fun
  • Desmond sections aren't fun
  • Disappointing main story.


Even the greatest heroes can't live forever. And so it goes for Ezio Auditore di Firenze, who finally steps aside to make room for new champions in Assassin's Creed: Revelations. This is another quality entry in a quality series, and it unleashes you in a visually stunning re-creation of 15th-century Constantinople. Additions to the movement mechanics make exploring the city a joyous exercise in high-flying parkour, with you as Ezio leaping across rooftops and flinging yourself up exterior walls like a Renaissance superhero. Like many sequels, Revelations giveth, and Revelations taketh away, so you lose certain elements (horses) in favor of a slew of new ones (bomb crafting). Lots and lots of new ones. Assassin's Creed: Revelations is sometimes a lumpy Frankenstein's monster of a game, half-formed appendages stitched into place regardless of whether they belong there or not. Thankfully, when Revelations remembers to be an Assassin's Creed game, it soars into the Turkish skies, reminding fans why they fell in love with this freewheeling series.




Expectedly, Revelations isn't all Ezio's story. It's also Desmond's. You remember Desmond, the bartender-cum-assassin whose mind is probed to discover truths that could potentially prevent the earth's destruction. Desmond looks different than you might remember: faces have been redesigned, features elongated, making your old comrades-in-conspiracy feel a bit unfamiliar, as if they have had plastic surgery since you saw them last. In any case, Desmond's mind is a prisoner within the Animus, the machine that allows his associates to tap into his ancestral memories. This computerized sanctuary is presented as an island, where shimmering doors leading to who-knows-where punctuate a virtual seaside. Here, Desmond and the enigmatic Subject Sixteen explore the bartender's memories and regrets in long conversations that illuminate Desmond's former life.
In Assassin's Creed: Brotherhood, Desmond was becoming a full-fledged assassin, and you guided him through dank caves and across rooftops as a sort of Ezio-lite. The character arc matched the gameplay arc: Desmond was gaining confidence, and this was reflected in his ever-improving abilities. Revelations tries a more thoughtful approach but falls short. Subject 16 starts as a mystery and remains one, making for an unsatisfactory replacement for the team with which Desmond has typically interacted. Meanwhile, Desmond passes through those shining portals and into his own memories. These memory levels are made of gray columns and tiled floors that glisten and undulate like digital rivers. You move through them in first-person view while Desmond talks himself through the pain of his past. This synthetic cyberspace makes for an effective backdrop, but the accompanying gameplay is anything but fun. You create blocks and ramps out of thin air to pass through these levels, but moving across them feels flat, and jumping is inexact. The flatness turns to frustration as you encounter gusts that move the blocks you create, and deal with energy fields that cause them to dissipate. These levels are one of Revelations' many attempts to force elements into a game that doesn't benefit from them.



Altair may be older, but his sword still stings.
The good news is that you spend the bulk of your time as Ezio, though he isn't the only historical presence taking center stage. Altair from the original game returns as a playable character, and Revelations makes good use of the parallels between the heroes' lives, and scenes near the conclusion resonate with great emotion. Yes, there is a "holy cow!" moment near the end, as expected for an Assassin's Creed game, and the final shot will have fans--once again--wondering what comes next. But it's the calm before the storm that ties two lives together and thus impresses most; there's a moment when you realize you will miss these assassins of centuries past. As for Ezio's story, well, the man is older and tired, and the story reflects this weariness. It introduces new characters, the best of whom is Sofia, an Italian bookseller who welcomes Ezio's formidable charms. But the main plot, involving political unrest among the sultan and his family members, is merely serviceable, lacking the personal touch that made Assassin's Creed II's narrative so enthralling.
Nevertheless, Revelations is as absorbing as its predecessors, because it's so much fun to move through Constantinople and other key areas. This is due in part to the world's sheer beauty. Deep golds and reds make a stroll through the grand bazaar a feast for the eyes, and famous landmarks like Hagia Sophia cut striking silhouettes against the night sky. Row a boat across a strait, and you marvel at the authentic wake that ripples behind. A mauve haze softens the horizon as day passes into night, and makes you keenly feel the passage of time--a thematically relevant effect, considering how conscious the older Ezio is of his mortality. Of course, previous Assassin's Creed games looked stunning too, but Revelations is no less impressive for it. Not that every detail is perfect: citizens still occasionally pop into existence before your very eyes, and you might spot a guard clipped halfway through a rooftop. But such quibbles hardly matter in a game this visually spectacular.



Ezio doesn't kill for fun. He kills for the good of the people. And for profit.


The other reason exploration is so joyous is that the simple act of moving from place to place is so satisfying. Animations remain superb. Ezio doesn't grab some unseen outcropping as he scales towers: he reaches for actual ledges and outcroppings, which makes his impossible acrobatics feel authentic. Climbing a tower reaching into the heavens, admiring the view, and then making a leap of faith into a hay bale hundreds of feet below is a delight, as it always has been. But Revelations expands the parkour aspect of the game by giving you use of a handheld hook. With this hook, Ezio can scale upward more quickly and glide down ziplines--and even assassinate rooftop guards as he skims past.
The hook also allows you to reach out and grab walls as you fall--walls that would be out of reach in previous Assassin's Creed games. You can also buy parachutes and activate them in midair, which feels free and easy, like wafting downward on a cool breeze. Revelations makes it more fun than ever to stay on the move. In fact, some of its best moments focus on fluid parkour, such as an atmospheric trek through a dank cave and an exhilarating escape from a flaming boat. The best set pieces are those that focus on movement. How unfortunate that other such events are less successful--and that the game leans on the lesser ones so early on. Avoiding rocks as you are dragged behind a careening carriage isn't fun, nor is bashing other carriages as you drive one. Another carriage-focused mission is more entertaining and has you activating a parachute and flying behind the vehicle as a sort of Renaissance-era parasailer. It's nice to have the variety in between long stretches of fighting guards and wandering among crowds, but earlier games simply did such diversions better


Not that Revelations doesn't try to mix up the pace; far from it. Like in Brotherhood, you can recruit assassins and send them off on contracts to such cities as Barcelona and Athens. This menu-based minigame works much as it did before, but there are two key improvements that make recruitment much more interesting now. Firstly, the contracts have been given context in the form of a strategic minigame. Completing contracts increases assassin influence and diminishes Templar presence. Your goal is to earn and retain control of those cities, which lends meaning to what used to be abstract busywork without real consequence. Secondly, once an assassin reaches a high enough level, you can assign him or her as a leader of a faction den. Doing so opens up new missions in which you accompany recruits as they tail targets and attempt assassinations. Your newest brothers typically fail their missions on the first attempt but rise above such adversity later on. Before, you knew Ezio was a mentor because you were told he was. Now, you actually feel like you're making a difference.





Ezio reflects on his past triumphs. Those were the days, weren't they
It's natural that developer Ubisoft Montreal would want to expand the previous game's mechanics, which felt like they belonged because they were pertinent to the story, and to Ezio's leadership role. On the other hand, it's hard to know what to make of the brand-new addition of tower defense to the mix. The Templars take over for Brotherhood's Borgias, controlling key areas and forcing you to kill their commander so that you can light a signal fire and purchase nearby shops. But the Templars can regain control if you don't take the time to assassinate key figures or bribe heralds. (This new twist on the notoriety concept doesn't require you to rip wanted posters off walls.) To preserve control, you participate in a tower defense battle in which you place assassins on the rooftops above a single, short alley and destroy the waves of soldiers that stampede in.


You do all this from a single vantage point, earning morale (the minigame's currency) as Templars fall, and using it to place blockades and assassins. Not only does the whole thing seem out of place, but it isn't enjoyable on its own terms. It's nice that you can shoot marauders from above as your fellow assassins take aim with bows or leap onto their targets from rooftops. But your limited view is confining, and the gameplay is too simple to lead to a rewarding victory. To make things even less fun, the camera occasionally zooms in for a close-up of a falling enemy or brother. This cinematic touch was probably meant to add excitement to this unexciting process, but it's just aggravating. All it does is disrupt the flow.





When defending your stronghold, barriers are just as important as archers
As an infomercial host might say: "But wait--there's more!" Now you can craft bombs out of ingredients that you find in chests and earn for completing contracts. It's a simple process; you just go to a crafting station, select the right ingredients, and voila: bombs. The bombs might spew poison into the air or simply explode as a good bomb should. They're nice toys to have but unnecessary because combat isn't so difficult that you're forced to pull them out of your trick bag. That doesn't mean that combat hasn't seen some changes, and to be fair, it is more challenging than before. Much of that new challenge comes from gunners squirreled away in tiny shelters, where they are out of your blade's reach. Getting shot strips away a good deal of health and knocks you back, though you should always have plenty of health packs if you regularly loot bodies. Nonetheless, it's annoying to be shot by a pair of unseen snipers, especially if you're already engaged. At least you have your own ranged weapons (gun, crossbow, knives, bombs) and can destroy gunners once you find them.


So you get more use out of your gun than before, but battles still focus on swordplay. There's still a nice ebb and flow to the action, which is made more brutal by new, frequent kill animations. You take up arms as both Ezio and Altair, and while Altair doesn't have that many moves at his disposal, his sections are much more linear. You won't do much free-form climbing as the Crusades-era hero; rather, these missions are focused much more on narrative. It's a nostaligic joy to return to Musyaf and see how it has changed in the years since Altair's original adventures. Besides, the change in scenery is welcome. Previous games let you gallop around on horseback outside of city walls. Constantinople doesn't offer much in the way of wide-open spaces, and in fact, there are no horses to ride there. But Ezio does make a detour late in the game, though the change in scenery is accompanied by a decline in free-form parkour.





You might miss horses, but at least there are boats--not to mention, a quick travel option.


Brotherhood introduced an unusual multiplayer component to the series, and it returns in Revelations. There are new characters with new special abilities, maps, modes, and other changes, but the core mechanics remain the same. In many cases, you are assigned a target and must identify him as he slinks through the crowds, trying to remain unseen. The map gives you only a rough idea of the target's location, so you need to keep your senses keen. Of course, you also need to refrain from giving yourself away to your assigned assassin, slinking through crowds and standing near identical crowd members. Some new modes take a different tack. In Deathmatch, the proximity radar is gone, as are the clones that make it easier to stay hidden. That mode is entertaining but simple, and it doesn't result in the kind of tension boasted in other modes. The new Artifact Assault mode produces tension, albeit of a different kind. This capture-the-flag variant gives you more chances to sprint at top speeds as you deliver the enemy's flag to your home base, hoping to escape a hotfooted pursuer.


As enjoyable as Revelations' multiplayer modes are, it's the single-player adventure that elicits the strongest reactions. The enhanced acrobatics make the simple act of moving from one place to the next an enormous delight. The improved recruitment mechanics communicate that there are, in fact, high stakes in this underground war between Templars and assassins. Not everything that's new represents an improvement, however. First-person puzzling and tower defense are bewildering, unenjoyable additions to a game that didn't need them. On the bright side, the game usually sticks to what it does best. And what Revelations does best is to set you free in a magnificent city, where you skyrocket across the rooftops, letting the gorgeous sights and evocative music transport you to another life and another century.

Sunday, November 20, 2011

How To Remove Or Change Forgotten Windows Log In Password

You might encounter some issues with your password or even you might forget it when attempting to log in your Windows account. If that happens, the solution is to change your password with a reset. In case the computer is on a workgroup you will have to ask permission from the administrator in order to access it. When you are on your own local computer, things are simpler when it came to the process of changing a password. It may be reset using a Password Reset Disk or an Administrator Account.
If you want to use a Password Reset Disk, follow the steps below:
  1. Search on the login screen for the “Reset Password” option and press it.
  2. Store on any type of removable media as a USB thumb drive or on a CD your “Password Reset Disk” and insert it into your computer.
  3. In the Password Reset Wizard you will find drivers for the Password Reset Disk. Choose the correct one.
  4. Continue by creating a new password.
  5. Choose a safe place to store the Password Reset Disk. You will be able to use it again if you encounter other issues with your password .
If using an Administrator Account to reset your password, follow the steps below:
  1. Login as Administrator and access “Control Panel” option from the “Start” menu.
  2. Once get there, select the “Manage User Accounts” option and then type the Administrator password.
  3. In the “User” tab you will have to select the account name and then, the “Reset Password” option.
  4. Continue and type the new password and then click “OK” in order to validate it.
  5. The final step will be to log off from the Administrator account and to login to your account, using the new created password.
You might consider also creating a Password Reset Disk in order to make sure that you won’t lose of access to your data. While choosing a password, is advised to use one that you can easily memorize. Use a password hint that will help you to identify your password. It might be either with the form of a personal reminder or as a note.
If resetting a password know that using an Administrator account is more harmful than using a Password Recovery Disk. When using the first option you will lose access to any encrypted data while using the second option will do no harm to any files.
It is a difference between resetting a password and changing it.

For All Facebook Users .. Some Official Facebook Smileys

Many of us use Facebook Chat in order to Chat with friends. However long you may talk, you just can’t spice it up without inserting smileys in-between, while chatting. Isn’t it true? Emoticons or smileys are the best way to express yourself, even when you are not in a mood to talk.


 With this post, you will get to know about all the official smileys that can be used on facebook chat to make it more interesting!


Listed below are the emoticons that can be used in Facebook chat:

Friday, November 18, 2011

Nokia Lumia 800 Coming To The US Next Year Courtesy Of AT&T

                        AT&T has announced that it’s discussing a deal with Nokia over the Windows Phone 7.5 Mango-powered Lumia 800 and Lumia 710. According to Glenn Lurie, the carrier is cautiously evaluating its marketing strategies and on what it would be wise to spend the money so it seems like Nokia is a big opportunity for AT&T.
The head of AT&T tablet division explained that the carrier’s goal is to remain the biggest Windows Phone 7 seller in the United States as it has a huge advantage over Verizon. WP7 devices don’t support CDMA networks for the moment therefore Sprint and the Big Red cannot offer such a device. Things will change next year with the Tango update which should bring the necessary features, but AT&T feels that it needs to make a move right now.

                          Even though the mobile operator already offers several Windows Phone 7 devices including the HTC HD7S, Samsung Focus S, Samsung Focus Flash, and soon enough the HTC Titan. AT&T is shaping up quite a strong lineup along with the HTC Vivid and the Samsung Galaxy S II 4G LTE in order to compete against the biggest carrier in the US, Verizon.

 
                 The problem is that AT&T and Nokia will not be able to conclude a deal before the end of the year, meaning that the Nokia Lumia 800 release date in the US is early 2012. It will be hard for Nokia and Microsoft compete against Google and Apple, as the former has a 52% smartphone market share thanks to Android. Even though Symbian is still number 2 (worldwide) before iOS, Nokia’s operating system is going down and it doesn’t look like it will go back up.

                   Android is dominating the smartphone business like no other company has ever done it as more than 550,000 devices are activated on a daily basis. According to Google, more than 200 million devices running on Android have been activated so far and sales are expected to increase with the launch of Android 4.0 Ice Cream Sandwich. The Samsung Galaxy Nexus is expected to become available in the following hours and most analysts predict that millions of units will be sold by the end of 2011.

                      The Nokia Lumia 800 features a 1.4GHz Snapdragon processor, 3.7-inch ClearBlack AMOLED 800 x 480 touchscreen, 8-megapixel camera on the back with LED flash, Windows Phone 7.5 Mango OS, 512MB ROM, 512MB RAM, built-in 16GB memory, Bluetooth, WiFi, GPS, and a pillow-shaped design that we’ve previously seen in the MeeGo-powered N9.